Civilization - Manual
Civilizations appeared as agriculture and technology developed
to the point where humankind could gather and live in cities. With only
part of the population needed to provide food for all, the rest could
afford to specialize in the tool making, trading, engineering, and
managing that urbanization made possible. Specialization improved
efficiency and production. Cities also encouraged a rapid exchange of
ideas. A teacher could reach many students at once, not just a few.
City residents cultivated the nearby fields, logged the forests,
and gathered fish from the rivers, returning each night with the result
of their labors. This produce and raw material was bartered in the city
markets for the goods and services of others. Charcoal from one area and
iron ore from another might be taken to the town smelter who made the
iron that the blacksmith turned into tools.
But cities developed unique problems. As they grew in size it
became more difficult to provide sufficient food from nearby farmland.
Overcrowding, menial jobs, and living conditions often led to unrest
among the poorer citizens. Prosperous cities became tempting targets for
rival civilization and barbarians invaders. Cities and civilizations
that developed better management and new solutions to these problems
grew and prospered. Those that failed have left their ruins around the
world as warnings.
In CIVILIZATION, as in history, a key step and a fundamental
concept is the founding and management of cities. The civilization that
you are about to rule begins as a prehistoric wandering tribe that has
just reached the critical point where it is capable of building cities.
The first step is to build one city and from there expand. As your
civilization grows, cities will spread over an entire continent, or
part of a continent, or over several islands and continents.
Each city acts as a giant processing plant for the food,
resources, and trade of the adjacent lands. The people of a city go out
and work the nearby farmland, mines, and forests, and the city converts
the result of their labor into more people, armies, cash, luxury goods,
temples, universities, etc. Raw materials are transformed by cities into
the power and the ideas your civilization needs to prosper.
FOOD that is collected feeds the local population. When there is
a food surplus the population grows. Your first city has a small
population that can only work part of the lands the city controls. As
the city population grows, more lands can be worked, increasing
production. Before long you can afford to send off settlers from the
first city to build another nearby, and then another.
RESOURCES are the lumber, metals, energy sources, and other raw
materials that are used in industry. Through the craftsmen and shops of
the city these resources are made into items useful at home or elsewhere
in your civilization. Larger cities normally generate more resources and
thus build things faster. Each city can build only one item at a time.
This could be a military unit such as a Phalanx or Battleship, a city
improvement such as a Temple or University, or perhaps a Wonder of the
TRADE is generated by the highways of commerce: roads, rivers,
oceans. All nearby trade passes through the city bringing in luxury
goods, cash, and new ideas. Your policies can adjust how trade is
divided among luxury goods, cash, or research. There may be times when a
city requires more luxury goods to make more people happy, or times when
more tax revenues are needed in the treasury. Higher taxes mean more
revenue but may result in more people becoming unhappy.
As your cities grow they may require more care in keeping them
productive. Large cities are desirable for production, but have inherent
problems. A critical one you must deal with is the happiness of the
population. The people can range from happy, to content, to unhappy.
Having too many unhappy people may lead to revolt.
Luxury goods make people happy but mean fewer tax revenues or a
reduced flow of technology. By adjusting the flow of luxuries, changing
types of government, building city improvements, instituting martial
law, and other means, it is possible to keep even the largest city
content and productive.
TECHNOLOGY is a second concept fundamental to CIVILIZATION. To
make the transition from wandering hunter-gatherers to city dwellers,
humankind had to possess some essential knowledge and skills. To advance
beyond the first stages of city dwelling requires a corresponding
advance in knowledge.
At the start of CIVILIZATION, with your tribe poised on the
threshold of history, they already possess some basic knowledge. The
people understand agriculture, irrigation, construction of roads, and
the construction of homes and other buildings. But this isn't enough
knowledge to survive through the coming ages. Learning new technologies
opens the door to new abilities. A small island-bound civilization that
learns Map Making can now build ships and expand overseas.
The time it takes to acquire new technology depends on how much
your trade is allotted to new ideas. You must choose between luxuries
that make the people happy, cash for the treasury, and technology
research. The more trade allocated to this research, the faster the next
step is acquired. When enough research has been done, your civilization
acquires the new technology and can begin working on something new.
The world where your civilization exists is mostly unknown to
you, a mystery except in the immediate vicinity. To find out more about
it you must explore. Not only is the world hidden, but also unknown are
the locations of other civilizations.
Other civilizations, especially those nearby, complicate your
task as ruler. Each is ruled by one of your peers, and they are
competing for the same resources and opportunities as you. They also are
looking to expand and grow; at your expense if given the chance. Once
contact is made, you can no longer concentrate solely on the growth and
expansion of your civilization. Now you must assess the strength of
rivals, adequately provide for the defense of your cities in case of
war, or consider making war yourself.
Successful wars can be very useful. Capturing cities is much
easier than building them up from nothing, and may provide loot in
stolen technology and cash. Weakening rivals reduces the threat they
pose. However, long, costly wars may allow unengaged rivals to expand
and grow in strength while you spend resources on arms.
To explore the unknown and contend with your rivals for the
world, you can build armies, navies, and other special units in your
cities. Once an army or naval unit has been built, it is available for
movement and combat. These units extend the power of your civilization
around the world. When they enter hidden areas of the world, the shroud
of mystery is removed and that area becomes known. In this way you
uncover the world, finding suitable areas for new cities and eventually
making contact with other civilizations.
Three special units are available that can be useful to you as a
ruler. SETTLERS are groups of your citizens that are your pioneers. They
may found new cities and also build terrain improvements such as roads,
irrigation, and mines that increase the productivity of your cities.
DIPLOMATS are your emissaries and spies. They can establish embassies
with rivals and also perform a number of cloak and dagger tasks.
CARAVANS are bands of merchants that transport the produce of you cities
around the world to other cities, bringing in cash and establishing
trade routes. Trade routes increase the trade of the home city,
resulting in more cash, luxuries, and technology.
Wonders of the World are unique city improvements, usually
structures, that can only be built once in the entire world. Once a
particular Wonder is built by a city, no other city can build one. Each
Wonder brings glory to the civilization owning it, and some unique
tangible benefit as well. For example, if one of your cities builds the
Oracle, then all of the Temples throughout your civilization become
twice as effective in making the people content.
The fundamental concepts for a successful civilization are the
expansion and growth of your cities, and acquiring new technology. In a
word, you must grow. In this dynamic world environment, surrounded by
rivals in unknown corners, there is no future in complacency and
stagnation. You must press forward on all three fronts: spread your
cities out to claim a significant share of the world, increase the size
and production of each city, and strive to acquire the latest
Your civilization cannot afford to lag too far behind your
rivals in any one of these three spheres. A sufficient number if
powerful cities can maintain the quantity of your military in any arms
race. Keeping abreast of technology assures the quality.
Do what you can to keep your civilization growing in every area.
More and larger cities, better technology, and better armies mean
survival. Each city must be planned, managed, and protected so that is
contributes to the power and glory of your civilization.
CHIEFTAIN: This is the easiest level and is recommended for first
time players. The program provides advice when the player must make
WARLORD: Your rivals are somewhat tougher and technology takes
longer to acquire. This is for the occasional player who doesn't want
too difficult a test.
PRINCE: Your rivals are substantially tougher and technology
comes much slower. You will need some experience and skill to win at
KING: Your rivals are most evenly matched with you in
capability. Experienced and skilled players will play most of their
games at this level as it is a strong challenge with victory far from
EMPEROR: This is the most difficult level and only for those who
feel the need to be humbled. This level can be won, but not
LEVEL OF COMPETITION
Choose between 3 and 7 civilizations in the world. More
opponents is not necessarily more dangerous. The fewer your opponents,
the more time you have to peaceably expand and develop before
encountering rivals. More opponents means earlier contact and the risk
of war. But contact with other civilizations offers the opportunities of
trade, alliances, and the spoils of war.
THE GAME TURN
CIVILIZATION is played in a series of turns, each following a
sequence of play options. As each turn proceeds through the sequence,
you direct the activities of your civilization, including the management
of your cities, the production of new units, the building of city
improvements, the movements and battles of your armies, and negotiations
with other civilizations.
Each turn proceeds through the following sequence of play.
DATE A new turn begins with the advancing of the date.
~~~~ Depending on the current year, the date advances from
twenty years to one year. The current date is found in the
date window of the map display.
DISASTERS At the beginning of a new turn there is a possibility
~~~~~~~~~ of a natural disaster striking a city in the world. Any
disaster that occurs is reported and take effect
immediately. Disasters can result in a loss of population
or the destruction of a city improvement. Most disasters
can be prevented by a specific city improvement or
technology. If the target city is prepared for the
disaster, then the disaster does not occur.
CITY CHECK Each city in your civilization is check individually
~~~~~~~~~~ for production, growth, unrest, maintenance, and scientific
research. All steps are carried out for one city before
the next is checked.
PRODUCTION: If the city produces sufficient surplus
resources to complete the item the city is producing, that
item is added to the city. If your city does not produce
sufficient resources to support all of the existing units
for which it is the home city, units are destroyed until
enough support is available. Units farthest away from the
city are destroyed first.
GROWTH: If the city produces sufficient surplus food, it
grows buy one population point. This added population is
put to work on the city map.
DISORDER: If the number of unhappy citizens exceeds the
number of happy citizens due to population growth or the
destruction of a city improvement by disaster, your city
goes into civil disorder. You receive a message reporting
this condition. If this is the first turn of disorder, you
jump to the affected city's display so that adjustments
can be made to return the city to order. If the situation
is not corrected, in following turns you are notified that
MAINTENANCE: Taxes collected from the city are added to
your treasury and then the maintenance costs for
improvements in this city are deducted. If you don't have
sufficient funds in your treasury to pay the maintenance
costs, one improvement in this city, chosen by local
leaders, is sold. Note that while your civilization as a
whole may have a revenue surplus for the turn, you can
still lose and improvement when your treasury is low. High
maintenance costs for the first cities checked may
deplete the treasury and force a sale before later cities
contribute their cash surpluses.
SCIENTIFIC RESEARCH: The research contributed by this
city, measured by the number of light bulbs it produces,
is added to the total so far accumulated by your
civilization. If this total is sufficient to acquire the
technology that you have instructed your scientists to
study, then you receive a message informing you that you
have obtained this new technology.
MOVEMENT & After each city has been checked, you have the
COMBAT opportunity to move your active units. While a unit is
moving in may engage in combat.
Each active unit is designated for movement, one
after another. Each unit has the option of moving, not
moving, or delaying its move until later in the turn.
Combat occurs when a unit attempts to enter a map
square occupied by a unit or city of another civilization.
Normally, either the attacking unit or all defending units
are destroyed when the combat is resolved. A victorious
unit with movement points remaining may continue moving
and even attack again.
During this movement phase you may pause to perform
all other management tasks for your civilization. You may
wish to consult with your advisors concerning the state of
your civilization's trade, or science, to check the
attitude of your population. You can examine any or all of
your cities to adjust their work force placements or
production. This is the time to change tax rates,
governments, or examine the state of international
When all active units have been moved, your game turn
is over and the next civilization moves.
END OF TURN Once all active units have been moved, your game turn
~~~~~~~~~~~ may end. At this point a blinking "End of Turn" message
appears in the unit identification window. So long as this
message remains visible you may still examine cities,
consult advisors, etc. To end your turn, follow the prompt
to continue the game. Once you choose to continue, you
cannot examine cities, etc., until the next turn.
The End of Turn message may be toggled on or off from
the Game menu. Open this menu and choose "Options." One of
the options on this menu is "End of Turn." There is a check
mark next to the option indicating that it is on and is to
appear at the end of each turn. To turn off the message,
choose the "End of Turn" option and the check mark
Even when the End of Turn message is turned off, it
still appears during any turn in which you have no active
When the End of Turn message is off, you receive no
warning that the turn is about to end. At the moment you
move your last unit, your turn is over and the next
civilization begins to move.
ADULATION After all of the civilizations have taken their
~~~~~~~~~ turns, there is a brief pause while the record keepers and
historians examine your accomplishments to date. The people
of your civilization may reward the outstanding success of
your policies by expanding and improving your palace. In
addition, independent historians and chroniclers may report
on where you or your civilization stands compared to your
PALACE: As your population grows, the people spontaneously
expand and improve your palace to reflect the glory that
your rulership has achieved. When the total population of
your civilization reaches certain milestones, you may
increase the size or improve the quality of your palace.
Clear the screen after the people offer to improve your
palace. When a picture of the current palace appears,
select whether you want an existing part improved or a new
part added. Click on a button below a part of the palace to
improve it, or click on a button just off the edge of the
palace to add on it. From the available parts then
displayed, select the one you wish to have built. Palaces
can be built in three styles: classical, medieval, or
Middle Eastern. A miniature rendition of your palace is
shown in the palace window of the map display.
HISTORIANS: There are four historians who occasionally
report on the progress of the civilizations in your world.
These reports are an opportunity for you to judge how you
are doing. The historians are Herodotus, Pliny, Gibbon, and
Toynbee. Civilizations may be judged in any one of five
categories, listed below. The published list includes only
the known civilizations, those with whom you have
established an embassy. However, all civilizations, known
and unknown, are considered in rankings. For example, if
your civilization has the third highest population but the
larger civilizations are not known, you would appear at the
top of the list, but shown as number three in the world.
The five categories and how they are ranked follow.
ADVANCEMENT: The # of technology advancements each
civilization has acquired.
HAPPINESS: The # of happy people in each civilization's
POWER: The total of the attack and defense factors of
each civilization's military units.
SIZE: The population of each civilization.
WEALTH: The size of each civilization's treasury.
ENDING THE GAME AND WINNING
CIVILIZATION may be ended in five ways. You may quit at any
time, retire at any time, be destroyed by a rival, continue on until the
game and the history of your civilization both automatically end, or
conquer the world by eliminating all other civilizations. If you retire
or let the game run its course the performance of your civilization is
judged and compared against your peers. If you have been a good manager
and leader, your name may be added to the CIVILIZATION Hall of Fame.
Although the game ends for scoring purposes after you win, you
may continue playing if you choose. After winning, you are offered the
opportunity to keep playing if you wish to see what more you can
accomplish. No additional score is kept for this extra play.
QUITTING: You may quit during your civilization's turn by
pressing the Quit key. You must be at the map display and one of
your units must be waiting for orders. You may not quit when
another civilization is taking its turn or from any other
display. When you quit, you are given the one chance to change
your mind before the decision is irrevocable. You are not shown
your civilization score or entered into the Hall of Fame.
RETIRING: To retire, open the Game menu and choose the option
"Retire." You are given once change to change your mind. If you
proceed to retire, you are shown your civilization score and
entered into the Hall of Fame if you qualify.
DESTRUCTION: If your civilization is destroyed by one of your
rivals, then the game automatically ends. You are not given a
chance to start over in this world. Since you can have no score,
you can not qualify for the Hall of Fame. You may review a
replay of the world's history. If you want to play again, you
must start over with a new world.
AUTOMATIC ENDING: A game of CIVILIZATION ends when a spaceship
containing colonists from any civilization reaches the nearby
Alpha Centauri star system. All play temporarily ceases. Your
final civilization score is reported and you are entered into
the Hall of Fame if you qualify. However, you do not necessarily
have to quit playing. Although your score is not recorded
hereafter, if you wish, you may continue playing to see what the
future holds. From this point on you must quit to stop playing.
CONQUER THE WORLD: If you succeed in eliminating all other
civilizations in the world, the game automatically ends. This is
the ultimate achievement possible by a civilization. You are
shown your civilization score and may be entered into the Hall
of Fame. You may review a replay of the world's history.
You win a game of CIVILIZATION in either of two ways: by
eliminating all rival civilizations or by surviving until the
colonization of space begins.
The elimination of all other civilizations in the world is very
hard to accomplish. You are much more likely to win by being in
existence when colonists reach Alpha Centauri. Even if the colonists are
not yours, the successful direction of your civilization through the
centuries is an achievement. You have survived countless wars, the
pollution of the industrial age, and the risks of nuclear weapons.
When the game is won by either method, your skill as ruler is
measured by a final civilization score.
CIVILIZATION SCORE: This is the sum of the following factors,
plus any bonus for space colonists or conquering the world.
2 points: each happy citizen
1 point: each content citizen
20 points: each Wonder of the World
3 points: each turn of peace (no war anywhere)
10 points: each futuristic advance you civilization acquires
-10 points: each map square currently polluted
SPACE COLONISTS BONUS: In addition to the above points, if your
spaceship is the first to reach Alpha Centauri you can receive a
bonus score. This is 50 points per 10,000 colonists sent,
multiplied by the success percentage of your mission.
CONQUERING THE WORLD BONUS: If you succeed in conquering the
world, you receive up to 1000 civilization points, plus a bonus
for the date. The faster you conquer the world, the higher that
THE HALL OF FAME
The Hall of Fame records the best five civilizations that you
have built, listed in order of their civilization ranking. This ranking
is determined from the basic civilization score multiplied by a
difficulty factor and a competition factor. The higher the civilization
ranking, the higher the position in the Hall of Fame.
You can examine the Hall of Fame when starting a new game from
the pre-game options menu. When you retire or reach the automatic end of
a game, you go to the Hall of Fame, even if you don't qualify to enter.
While at the Hall of Fame you may clear all of the current
entries if you wish.
The world is divided into small independent parts known as
squares. Each square consists of a unique type of terrain. Each type of
terrain has its own economic usefulness, effect on movement, and
effect on combat. Download the CIVQKREF.ZIP to gain more information on
The economic USEFULNESS of the various terrains is important
selecting city sites. The terrain that is close to a city the food,
resources, and trade the city needs to grow and be productive. Some
terrain types are more valuable than others. Some may be irrigated or
mined for increased economic value, and others may be converted into
another type of terrain.
When selecting sites for new cities, consider the terrain
types that are within the radius of the prospective city. The best city
sites offer immediate food, resource, and trade production, plus the
potential for long term development.
A brief description of the terrain types follows.
ARCTIC: Frozen glaciers of ice and snow found near the north and
south poles. No food, resources, or trade can be obtained here.
DESERT: Very dry region that can be developed to be marginally
productive. There are some resources present that can be mined,
food can be produced if the desert is irrigated, and roads
generate some trade.
GRASSLAND: These open lands have especially thick topsoils
making them excellent food producing areas. Food production can
be increased by irrigation. Roughly half of the Grasslands also
have some resources, making them excellent city sites.
Grasslands may be converted into Forests for increased resource
HILLS: An area of rolling hills that offers very easy access to
minerals, sources of water, pastures, and some possibility for
agriculture. When mined, Hills produce excellent resources. They
also produce some food and can be irrigated if necessary.
Irrigating Hills allows the irrigation to pass on to further
squares that may be otherwise cut off from water.
JUNGLE: These areas of rain forest and dense jungle produce
relatively poor amounts of food and no resources. However, they
can be made much more valuable by conversion into either
Grasslands or Forest. For this reason, the long-term potential
of a city site containing several Jungles is good.
MOUNTAINS: This very rugged terrain can only produce a small
amount of resources but this can be increased by mining.
Mountains make the best defense terrain, but the production is
so low that they make a poor economic choice for the site of a
OCEAN: Oceans produce small amounts of food, but a substantial
trade. Only ships or aircraft can enter Oceans. Landlocked
Oceans are really lakes but are treated like other Oceans in all
PLAINS: These open areas differ from Grasslands in having poorer
soil but better resources of timber and minerals. They are poor
food producers unless irrigated. Due to the presence of
resources, they make good choices for city sites. Plains may be
converted into Forests.
RIVERS: Rivers are great sites for starting cities and
civilizations due to the richness of riverbank soils and natural
trade routes for boats. Rivers are as good as Grasslands for
producing food and always generate trade. River terrain may be
irrigated to increase food production. It was no accident that
the first civilizations sprang up along rivers.
SWAMP: The coastal wetlands and flooded interior lands produce
only a small quantity of food. Like Jungles, however, they can
be converted into Grasslands and Forest.
TUNDRA: These sparse lands of permafrost produce only a small
amount of food from grazing animals. There is no agriculture or
use for irrigation. These areas cannot be converted to other
terrain and make very poor city sites.
FOREST: These woodlands produce a modest mixture of food and
resources. If more food production is needed in the area, they
can be converted into Plains.
Special resources can occur in many terrains and add
significantly to their economic value. The location of these resources
is marked by distinct symbols that are uncovered as the map is explored.
More info can be found in the CIVQKREF.ZIP file which can be found on
most quality BBSs. A brief description of the special resources follows.
COAL(HILLS): Coal deposits represent rich locations of coal or
metal ores. These areas produce greatly increased resources,
especially when mined.
FISH(OCEAN): Fish represent the location of underwater banks and
reefs where currents and nutrients create excellent fishing
grounds. Fishing banks produce increased amounts of food.
GAME(FOREST & TUNDRA): The presence of game indicates excellent
food sources available or the potential for good grazing. Game
areas produce additional food, but cannot be improved.
GEMS(JUNGLE): Gems indicate the presence of precious stones,
ivory, spices, salt, or other valuable commodities. These are
good trade items and therefore generate substantial trade from
GOLD(MOUNTAIN): Gold represents a bonanza of gold or silver. The
value of these deposits produces tremendous trade.
HORSES(PLAINS): Horses represent an increase in resources from
this area due to the benefits of using domesticated animals such
as the horse or oxen to do work. For all but the most recent
periods of history, animals were an important source of lifting
and pulling power.
OASIS(DESERT): The oasis is a very fertile island in the desert
that takes advantage of the presence of some water and rich
local nutrients. The result is an area that produces substantial
quantities of food.
OIL(SWAMP): Oil represents the presence of mineral wealth,
especially petroleum. The result is a substantial quantity of
resources. Oil resources cannot be improved by mining.
NOTE: If you convert terrain containing a special resource into
another terrain type, the original special resource is
lost. In some cases a special resource that can be found
in the new terrain may appear.
During exploration, minor tribes may also be discovered in the
world. These are small tribes that have not yet advanced to be
civilizations. If you enter a minor tribe's village by moving onto it, a
number of things may happen. You may discover valuable metals, the tribe
may become a mercenary unit in your army, you may discover a scroll of
ancient wisdom that advances your civilization, your magnificence may
inspire them to become civilized and found a new city in your empire, or
they may prove to be extremely violent barbarians.
The options available from the Game menu are the following.
REVOLUTION!: In order to change your civilization's type of
government, you must have a revolution. The government goes into
Anarchy for a period or turns and a new type of government may
be chosen. You must have acquired specific technologies to
choose a new type of government other than Despotism.
TAX RATE: The trade that cities generate arrives as luxury
goods, tax revenue, and new ideas (technology research). Here
you can change the percentage that becomes tax revenue.
LUXURY RATE: Change the percentage of trade brought in as luxury
FIND CITY: Choose this option to locate a city in the world.
Type in the name of the city you wish to find. The map window
centers on the city.
OPTIONS: Choose this menu option to turn on or off some game
features. Features available are instant advice, Autosave, End
of Turn, and Animations. A check mark next to the feature
indicate that it is on. Choosing an option that is on turns it
off and vice versa. INSTANT ADVICE provides some helpful hints
for new players. The AUTOSAVE feature automatically saves your
game every 50 turns. When END OF TURN is on, a message reports
the end of each turn and must be cleared for the game to
continue. If you have no active units, this message appears
whether toggled on or off. ANIMATIONS may be on or off.
SAVE GAME: Um.....gee whiz.
RETIRE: Ends the history of the civilization you now rule,
calculating your score. If the score is high enough, you may
enter the Hall of Fame. Note that your civilization is lost if
not saved first.
QUIT: Ends the history of the civilization you rule. No score is
calculated and your civilization is lost if not saved first.
This window represents a miniature rendition of your palace. Its
breadth and grandeur is a depiction of how well your civilization is
progressing. If your civilization prospers and grows, the people
recognize the glory of your rulership by periodically improving and
expanding your palace. The relative magnificence or shoddiness of your
palace is displayed for you, your advisors, and international emissaries
THE STATUS REPORT
The entries and symbols here report the current date and several
facts concerning the status of your civilization.
DATE: The date is reported in years plus the notation BC or AD.
The normal game begins in 4000 BC. Each turn represents the passing of
so many years, depending on the current date.
TREASURY: The amount of cash in your treasury.
POPULATION: The size of your civilization's population.
TRADE RATES: The three numbers separated by periods are your
trade rates. The first number is the percentage of your trade
that provides luxuries. The second rate is the percentage that
becomes tax revenue added to the treasury. The third rate is the
percentage put towards new ideas to help learn technology.
Luxury goods are the cultural pleasures like music, art, sports,
and the theater that people come to enjoy when they have leisure
time. The more luxuries that can be provided, the more happy
citizens in your cities. Tax revenue goes into the treasury and
is needed to maintain existing city improvements. Excess taxes
over maintenance needs accumulate in the treasury and can be
spent later. Taxes, especially high ones, tend to make the
people unhappy. The more new ideas and scientific research
accomplished, the faster the new technology is acquired. Each of
the three by-products of trade has its benefits. As time passes
and cities grow, you may have to adjust the rates often to
provide a minimum amount of taxes and science research while
keeping the population content as a whole. To adjust rates, pull
down the game menu and choose either Tax Rate or Luxury Rate
option. By setting these two rates, the science rate is set by
NEW IDEAS: The scientific research indicator, shaped like a light
bulb, shows how near you are to making a civilization advance.
The nearer you get, the more the light bulb fills in (yellow).
When the bulb is full (bright yellow), it is on, indicating that
you have acquired a new technology. Once the new idea is
reported and your scientists progress, it gradually turns on
ENVIRONMENT: The environment indicator is the sun, and its color
shows how great is the risk of global warming. When there is no
risk of global warming, the sun indicator is not present. With
the first case of pollution, the sun indicator appears dark red.
If pollution continues, the color gradually changes to light
red, yellow and then white. If pollution is not brought under
control when the indicator is brightest, the planet suffers a
bout of global warming and then the indicator reverts to a
cooler color reflecting the new equilibrium. Pollution and
environmental problems can also be caused by nuclear reactor
meltdowns and fallout from nuclear weapons.
Each turn you may give order to your units, one at a time. The
unit waiting for orders blinks on the map. There are several order
options available: move the unit across the map up to the limit of its
movement factor, skip the unit if you prefer to move it later in the
turn, or have it do nothing this turn.
In addition you may order most units to fortify or go on sentry
duty. Fortified or sentry units no longer require orders. In future
turns they carry on and do not blink, waiting for orders. If you wish to
move these units later, they must be activated individually.
MOVING UNITS: Units may be moved up to the limit of their
movement factor. The cost to enter a map square depends on the
terrain. Roads and Railroads speed the movement of ground units.
When an unit is unable to complete a movement order because it
doesn't have enough movement points to proceed, its movement is
finished for the turn. The map then centers on the next unit
waiting for orders.
SKIPPING UNITS: To skip a unit temporarily, press the Wait key.
(W key). This passes you on to the other units waiting for orders
and returns you to the skipped unit after all others have had a
chance to move.
NO MOVEMENT: To order a unit not to move, press the No Movement
key (the space bar).
ACTIVATING UNITS: Fortified units and those on sentry duty must
be activated to receive movement orders. Place the mouse pointer
on the square and click the left mouse button. This opens a menu
displaying all units in the square. Click again on the icon of
any unit you wish to activate. Fortified or sentry units within
a city must be activated from the city display. Sentry units are
also activated when enemy units move adjacent to them.
MOVEMENT RESTRICTIONS: Ground units normally move only on land.
They may move over sea squares, but only by naval transport.
Ships may not enter squares entirely made up of land except
cities that are on the coast. Air units may move over land and
sea squares, but must land on a friendly city square or Aircraft
Carrier unit to refuel. Ground units may not move from one
square adjacent to an enemy army or city directly to another
such square. The prohibited square may be adjacent to the first
enemy army, another army, or any enemy city. Ground units may
move into such a controlled square if a friendly unit is already
there. Air units, ship units, Diplomats and Caravans ignore
NAVAL TRANSPORT: Ground units may be carried over sea squares
only by Triremes, Sails, Frigates, or Transports. Units may
load onto a ship by moving onto it from an adjacent land square.
Also, units on sentry duty in a city with a ship automatically
load when the ship leaves. Units aboard ships are on sentry
duty. Units may unload when activated from sentry duty and
adjacent to land. They can be activated by the normal method of
activation or by pressing the Unload key when the transporting
ship is blinking. (U Key)
Combat occurs when a unit from one civilization attempts to
a square occupied by a unit of another civilization. When this happens
a battle is immediately resolved, resulting in the destruction of one
army or the other. When more than one unit is in the defender's square,
the unit with the highest defensive strength defends. If it loses, then
all other armies stacked with it are destroyed as well. Successful
attackers that have a full movement point remaining after combat advance
into the defender's square.
The important factors in combat are the attack and defense
strengths of the combatants, the presence of veterans, the terrain
occupied by the defender, and any defensive improvements in the square.
After all of these factors are considered, the combat is resolved as a
Shore bombardments, city attacks, nuclear attacks, and bribing
enemy armies are special types of combat.
ATTACK STRENGTH: The basic attack strength of all armies. This
full strength is brought to bear so long as the army has at
least one movement factor remaining from movement. Armies with
less movement available may still attack but are penalized.
Armies with high movement rates may makes several attacks each
turn at full strength.
DEFENSE STRENGTH: The basic defense strength of all armies.
VETERAN STATUS: Veteran armies have their attack and defense
strengths increased by 50% before any other modification. Armies
become veterans when built at cities containing the Barracks
improvement, or they may become veterans after winning a battle.
TERRAIN: Many of the world terrain types increase the strength
of defenders. See the Terrain entries in the Civilopedia or the
Terrain chart in the file CIVQKREF.ZIP.
FORTIFIED ARMIES: Ground armies may fortify themselves,
increasing their defense strength 50%. An army that has any
movement points remaining may be ordered to fortify on any land
square by pressing the Fortify key (F Key).
IMPROVEMENTS: Armies within a Fortress have their strength
doubled after all other modifications. Armies inside a city
containing City Walls are tripled in strength. Cities protected
by City Walls do not suffer population losses.
ATTACKING CITIES: When a defender in a city is destroyed by
ground attack, other defending units present are not destroyed.
However, the population of the city is reduced by one point
unless the city is protected by City Walls. Population loss does
not occur due to naval or air attack, but is affected by nuclear
SHORE BOMBARDMENTS: Naval units with attack factors, other than
Submarines, may attack enemy armies on adjacent land squares,
including cities. Naval units in cities may defend against
NUCLEAR ATTACKS: Nuclear attacks occur when a Nuclear unit
attempts to enter a square occupied by enemy units or an enemy
city. In either case, all units, regardless of civilization, in
the target square and adjacent squares are destroyed. In
addition, a city loses half of its population. Nuclear attack
can only be stopped by the presence of an SDI Defense
improvement in a city.
Units may be given a number of other orders besides movement
(and combat caused by movement). Settlers and Diplomats may be given
unique orders explained later.
GO TO: Orders an army to proceed to a destination SQUARE as fast
as it can. The army continues moving turn after turn until it
arrives. Press the Go To key (G key), and then designate the
HOME CITY: Orders a unit to change its home city. Move the unit
to the desired new home and press the Home key (H Key). Air
units in flight may use this key to move to the nearest friendly
city. Press the H key while the air unit is in flight and it
immediately moves to the nearest friendly city or Aircraft
Carrier. If the air unit does not have enough movement remaining
to reach the nearest base, it crashes instead.
SENTRY DUTY: A unit on sentry duty is marked by a faded icon on
the map. It no longer blinks each turn waiting for new orders.
Sentry units are activated as explained above. Sentry units
automatically board any transporting ship that leaves a city
they occupy. To put an army on sentry duty, press the S Key.
DISBAND: This order disbands the unit receiving it, removing the
unit from the map and city records. To disband a unit, press the
PILLAGE: This order destroys any terrain improvements
(irrigation or mines) present in the square the army occupies.
Roads and railroad are unaffected. To pillage, press the Pillage
key (Shift and P keys).
Settlers are groups of your most resourceful and adventurous
citizens. As independent pioneers they perform two critical functions
for your civilization: they found new cities and serve as engineers.
NEW CITIES: To found a new city, move a Settler to the desired
location and press the Build key (B key). The Settler
disappears, because the people it represents have become the
population of the new city. However, in the future the new city
can be ordered to produce more Settlers that can be used to
found additional cities. The Build order can also be used to
grow an existing city. Move a Settler into an existing city and
press the Build key. The Settler is absorbed into the city,
adding one point to its population. This may be useful when one
city is limited in its ability to expand. This city can be used
to produce Settlers who migrate to a larger more useful city
where the Settlers can be put to work. However, Settlers may not
be added to cities that already contain ten population points or
SETTLER ENGINEERS: Settlers can make a number of agricultural
and industrial improvements for your civilization, acting as
engineers. Place the Settler in the square where the work is to
be done and press the correct key. Note that your civilization
must posses certain technologies before some improvements can be
Diplomats are unique units that can be very useful to your
civilization. They may act as trade missions, ambassadors, envoys,
secret agents, and saboteurs. They can open contacts with other
civilizations and establish embassies to gather info or otherwise
disrupting your rivals. They can bribe enemy armies. When your
civilization obtains the technology of Writing you can build Diplomats.
Be aware that enemy Diplomats can be used against your civilization.
DIPLOMAT MOVEMENT: Diplomats may move past enemy armies without
stopping. However, if an enemy military army enters the square
occupied by the Diplomat, the Diplomat is almost always
destroyed. Diplomats may travel overseas in ships as other other
armies do. Diplomats (and Caravans) are the only units that can
enter defended enemy cities. When a Diplomat enters and enemy
city a menu appears listing tasks that can be performed:
Spy on City
Incite A Revolt
Meet With King
SPY ON CITY: This opens the enemy's city display. You can
examine what armies are defending it and what improvements have
been made. When you clear the city screen, you return to the map
display but your diplomat has been eliminated.
ESTABLISH EMBASSY: The Diplomat establishes official contact
with the other civilization and continually reports thereafter
its type of government, treasury, the name of its capital city,
treaties with other civilizations, states of war, and technology
advances the Diplomat uncovers. Lists by historians of
outstanding civilizations only include those with whom you have
established embassies. It is only necessary to establish an
embassy once with any civilization.
STEAL TECHNOLOGY: Your Diplomat steals one technology advance
from the other civilization. This can only be done once per city
and your Diplomat disappears is the process (his cover is
blown). If you have already stolen from this city, the Diplomat
loses its turn. If the enemy civilization has nothing new then
the Diplomat loses its turn..
INDUSTRIAL SABOTAGE: Your Diplomat destroys either the item
currently under production by the city or one of the city's
improvements. You cannot control what is destroyed. The
Diplomat is lost in the effort. Destroying a critical
improvement may throw the city into unrest (Temple, Cathedral),
weaken its defenses (City Walls), or cut its production
(Factory). Diplomats never destroy Wonders of the World.
INCITE A REVOLT: Your Diplomat contacts dissidents within a city
and for a suitable payment the city revolts and joins your
civilization. The payment to revolt depends on the size of the
city and its proximity to the civilization's capital. Also, a
city in civil disorder revolts for less. Your Diplomat is lost
is a successful revolt but escapes outside the city if you
refuse to pay the cost. The revolt also fails and your Diplomat
survives if you don't have enough cash. Enemy capitals do not
MEET WITH KING: Your Diplomat opens negotiations with the enemy
ruler. This may lead to offers for trading technologies or for
making treaties. Your Diplomat is not lost.
BRIBING ENEMY UNITS: You may convince an enemy to defect and
join your civilization by moving a Diplomat into its SQUARE. A
menu appears showing how much the army demands to defect. If you
accept, the cash is deducted from your treasury, the army
switches over, and the Diplomat survives. If you fail to make
the payment, the Diplomat left on deposit is lost. When more
than one enemy unit is in a square, bribery is not possible. The
nearest friendly city becomes the home city for a newly bribed
Caravans are shipments of trade goods and materials. Over time
they represent camel caravans, wagon trains, truck convoys, and cargo
containers. They may be used to establish trade routes between cities or
to transfer resources for the construction of Wonders Of The World. They
become available once you have achieved the technology of Trade.
TRADE ROUTES: A Caravan that enters any city of another
civilization or a friendly city ten or more squares away from
its home city may establish a trade route. This results in an
immediate cash payment for delivery plus an increase in the
trade generated each turn. This increased trade means more
luxuries, taxes, and science for the home city. Each city may
have up to three functioning trade routes. If more than three
are established only the best three function. The amount of
trade generated depends on the size of the two cities. Bigger
cities generate more trade. Trade is best with a city in another
civilization. Next best are friendly cities. The farther apart
the two cities are, the greater the value of the trade. The
value is also increased when the cities are on different
continents. Caravans can move into any city they can reach. When
at war it may be difficult to smuggle goods into an enemy city
without being destroyed. Caravans may be transported overseas
in ships as other units are, but cannot be landed into a city
directly from a ship.
BUILDING WONDERS: A Caravan may contribute its construction cost
in resources to the cost of building any Wonder of the World by
moving the Caravan into the city where the Wonder is being
built. When the Caravan enters, a menu offers the choice of
contributing to the construction or not. If you decide to help
build the Wonder, the Caravan disappears and the resources used
to build the Caravan are added to the production of the Wonder,
speeding its completion.
The following are the military units that can be built by your
civilization. There is a brief description of each unit, including any
special abilities. The three numbers shown after the unit's name are its
attack, defense, and movement factors. In parentheses after the name is
shown the advance required before each unit can be built. In brackets is
shown the number of resources it takes to build each unit.
ARMOR 10-5-3 (the Automobile) : a group of tanks, or other
armored fighting vehicles. Due to its high attack factor and
speed, Armor is one of the best units for conducting ground
ARTILLERY 12-2-2 (Robotics) : a group of self-propelled,
heavy caliber artillery pieces. Defenders are not tripled behind
City Walls when attacked by Artillery because the guns fire over
BATTLESHIP 18-12-4 (Steel) : a heavily armored and gunned
warship. Battleships have a visibility range of two sea squares
and may conduct shore bombardments. They may not carry ground
BOMBER 12-1-8 (Advanced Flight) : a group of long-range
aircraft designed to carry and drop bombs. Bombers may stay
airborne for one turn but must return to a base (a friendly city
or Carrier) by the end of the second turn. They have a
visibility of two squares over any terrain. Bombers ignore City
Walls in the same manner as Artillery. They may only be attacked
by Fighters. Other units may not enter a square occupied by a
Bomber, so they are useful for interdicting enemy movement.
CANNON 8-1-1 (Metallurgy) : a group of carriage-mounted,
smoothbore cannons. Cannons are excellent units on the attack
and their arrival often opens a new round of offensive wars,
especially when accompanied by Rifleman who can stack with them
CARRIER 1-12-5 (Advanced Flight) : an aircraft carrier is
capable of acting as a base for Bombers, Fighters, and Nuclear
units. Carriers may carry up to eight air units and have a
visibility of two sea squares.
CATAPULT 6-1-1 (Mathematics) : a group of siege weapons
designed to throw rocks and other materials with great force.
Catapults are useful in the defense and attack of cities, but
are weak when left alone on defense.
CAVALRY 2-1-2 (Horseback Riding) : a unit of mounted
soldiers. Cavalry are useful as scouts and raiders because of
CHARIOT 4-1-2 (the Wheel) : a group of light carriages,
normally mounted on two wheels and each carrying a driver and a
warrior. Chariots are a powerful weapon on the attack but very
weak on defense. They are also useful as scouts because of their
CRUISER 6-6-6 (Combustion) : a very fast and moderately
powerful warship. Cruisers have a visibility of two seas squares
and may conduct shore bombardment. They may not carry ground
FIGHTER 3-3-10 (Flight) : a squadron of fighter aircraft.
Fighters are useful as scouts and for attacking enemy Bombers.
Fighters must return to a friendly base by the end of each turn.
FRIGATE 2-2-3 (Magnetism) : a fast sailing warship armed
with a substantial number of guns. Frigates may carry up to four
IRONCLAD 4-4-4 (Steam Engine) : a fast, steam-powered ship
armored with iron plating. Ironclads may not carry other units.
Ironclads are most useful for attacking enemy ships and less so
for conducting shore bombardments.
KNIGHTS 4-2-2 (Chivalry) : a group of armored warriors
mounted on large powerful horses. Knights are often a useful
combination of speed, defensive strength, and offensive
LEGION 3-1-1 (Iron Working) : a well-trained force of
infantry armed with shields, short swords, and throwing spears.
Legions are good offensive units that are relatively
MECHANIZED INFANTRY 6-6-3 (Labor Union) : a group of modern
infantry mounted on armored vehicles like the Bradley.
Mechanized infantry is the best defensive ground unit in the
game, useful for defending cities or other important points. It
also has a good attack factor and excellent speed.
MILITIA 1-1-1 (-) : a band of citizens armed with crude
weapons, mostly tools and farm implements. Militia are normally
the only military unit that you can build when starting a new
civilization and are only a stopgap until better units become
MUSKETEERS 2-3-1 (Gunpowder) : a company of infantry armed
with muskets. Due to their higher defense factor, Musketeers are
useful for replacing Phalanxes in positions that need to be
NUCLEAR 99-0-16 (Rocketry & Nuclear Fission) : a missile
weapon armed with a nuclear warhead. A Nuclear unit can only be
built after the Manhattan Project Wonder has been built
somewhere in the world. A Nuclear unit may move between cities
and Carriers. It is lost if it does not end its turn in a city
or on a Carrier, and does not attack. It explodes when it
attacks an enemy unit or city. A Nuclear attack destroys all
military units in the target square and adjacent squares,
regardless of who they belong to. Nuclear attacks may also
destroy city populations and cause pollution.
PHALANX 1-2-1 (Bronze Working) : a company of infantry armed
with long pikes and very strong on the defensive. Phalanxes are
very good for defending cities and other important points early
on. No other type of unit is as cost effective for defense until
Musketeers become available.
RIFLEMAN 3-5-1 (Conscription) : a company of infantry armed
with rifles. Riflemen are excellent defenders or cities and
other points, and useful for replacing PHALANXES and Musketeers.
SAIL 1-1-3 (Navigation) : a small ship powered by sails and
lightly armed. Sailing Ships may carry up to three other units
by naval transport. They are very useful for exploring the
oceans because they are not restricted to staying near the
SUBMARINE 8-2-3 (Mass Production) : a warship designed to
attack from underwater by firing torpedoes at enemy ships on the
surface. Submarines have a visibility of two sea squares and can
only be spotted by enemy ships when adjacent. They may not carry
ground units or conduct shore bombardment.
TRANSPORT 0-3-4 (Industrialization) : a large, modern
transport ship. Transports may carry up to eight other units and
are very useful when carrying a large force to conduct an
TRIREME 1-0-3 (Map Making) : a small ocean-going ship
powered by oars. Triremes are lost at sea approximately half of
the time they are not adjacent to land at the end of a turn.
They are normally the first ship that becomes available, and are
thus very useful for exploring the sea and transporting
Diplomats, Caravans, and other units to nearby continents.
Barbarians are small tribes of raiders that are not part of any
opposing civilization. You may encounter them periodically as your
civilization begins to expand and grow. They may invade from the sea or
arise suddenly in unsettled parts of any continent. Barbarians may
attempt to capture or destroy your cities, and pillage your fields and
mines. Because barbarians may appear along any coast or in any unsettled
area, it is important to defend cities. It may also be useful to screen
your cities from unsettled areas so that any barbarians that appear may
be intercepted before they reach your cities. Most barbarian tribes are
accompanied by a leader who may be ransomed if captured. Barbarian
leaders look like Diplomats.
SEA RAIDERS: Barbarians that invade from the sea are looking for
a place to settle. They search for cities and attempt to capture
them. They do not pillage mines and irrigation because or their
interest in making a permanent settlement. If they capture a
city, they take is over and begin producing more units to make
new assaults. Sea raiders can be fought on land or engaged at
sea in their ships.
LAND BARBARIANS: These raiders are interested only in loot, not
permanent settlements. This makes them very harmful as they
pillage any mines or irrigation they encounter. If they capture
one of your cities, they utterly destroy it. For these reasons,
land barbarians are best engaged as far from your cities as
possible. Land barbarians arise in areas that are not within the
radius of a city. As time passes they appear at even farther
distances from civilization. Thus, expanding your cities over a
continent eventually removes the threat of barbarians appearing
because the entire area has become more or less civilized by the
presence of your cities.
RANSOMING THE BARBARIANS LEADERS: If a barbarian leader is alone
in a square and you attack him and win, he is captured and
immediately ransomed for 100 coins. The money is added to your
treasury. When barbarians units are attacked and destroyed,
leader units stacked with them are destroyed also. Barbarian
leaders who have lost their armies attempt to escape and
disappear if not captured in a few turns.
To assist in the management of your civilization there is a
system of government. There are six types of government possible but the
ones available to you at any moment depends on the technology that your
civilization has ACHIEVED. One type of government, Anarchy, only occurs
under a special circumstance.
When beginning a new game your civilization is automatically
governed by Despotism. The additional types become available when the
specific civilization advance bearing their name is made.
The different types of government each have their own unique
effects. Some allow greater personal and economic freedom resulting in
fast growing trade, science, and economies, while others are better
suited to building and employing large armies.
Governments are changed by REVOLUTIONS.
The 6 governments available for a civilization are:
DESPOTISM: You rule by absolute power. The people just have to
live with it because your will is enforced by the army. Due to
the minimal amount of economic and personal freedom, production
is at a minimum. But your total control makes conducting war
relatively easy. Military units do not require resource support
until the number of units making this their home city exceeds
the number of people in the city. Each home military unit in
excess of the number of people in the city requires one unit of
resources for industrial support. Diplomats and Caravans do not
require support. In addition, any map square that produces three
or more food, resources, or trade has this production reduced
by one. Settlers require one food for support.
ANARCHY: You have temporarily lost control of government. Cities
continue to operate on their own but some important operations
of you civilizations come to a halt until control is restored.
You are able to continue controlling the movements of your
units. Anarchy has the same effect as Despotism with several
exceptions- no tax revenue is collected, no maintenance is
charged for city improvements, and no scientific research is
done while Anarchy continues. Anarchy only occurs during
MONARCHY: Your rule is less absolute, and more with the
acceptance of the people, especially an aristocracy of upper
class citizens. The aristocratic classes at least have a certain
amount of economic freedom and this results in the potential for
greater production of resources, food, and trade. However, the
upper classes deduct a share of your civilization's production
as maintenance for military units and luxuries in the larger
cities. Under a Monarchy, there is no reduction of production in
squares that produce three or more units or food, resources, or
trade. Irrigation of Grasslands and Rivers, plus mining of Hills
can now pay off with increased production. All military units
must be supported by one unit of resources. Settlers require two
food for support.
COMMUNISM: You are the head of a communistic government, and
rule with the support of the controlling party. Although this
form of government allows more production than despotism, the
orthodoxy of the party restricts personal and economic freedom,
limiting trade. On the plus side, corruption is kept to a
minimum by the action of the local party apparatus. Communism has
the same effect as Monarchy except the corruption is flat.
Instead of increasing the farther a city is located from the
Palace, all of your cities suffer the same rate of corruption.
THE REPUBLIC: You rule over the assembly of city-states formed
from the cities that your civilization has established. Each
city is an autonomous state, yet also is part of the republic
that you rule. The people feel that you rule at their request.
They have a great deal of personal and economic freedom, and
this results is greatly increase trade. Your diplomacy is
reviewed by the Senate and they can override you decisions.
Grasslands, Rivers, and Hills are as productive as they are
under Monarchy. Also, an additional trade unit is generated
wherever at least one trade unit already exists. Military units
each require one resource for industrial support. Settlers
require two food. Each military unit not in its home city makes
one citizen unhappy. In addition, the Senate of your government
accepts any peace offer made by another civilization, overriding
even a desire for war by you.
DEMOCRACY: You rule as the elected executive of a democracy. The
people feel that you rule because they want you to. The degree
of freedom allowed under this government results in maximum
opportunity for economic production and trade. However, the
people also have a very strong voice in determining how much
economic production is devoted to improving the standard of
living. As in a republic, some diplomatic decisions are subject
to review by your Senate. Democracy is very similar to The
Republic. One difference is that under Democracy there is no
corruption. Also, if one or more of your cities are in civil
disorder for two turns, there is a chance each turn thereafter
that a revolution may occur. Each military unit not in its home
city makes two citizens unhappy.
Governments are changed through a process of revolution. This
normally occurs at your command because you wish to change to a type of
government more suitable to your plans. You may change your
civilization's government type to any for which you have made the
To cause a revolution, pull down the Game menu and choose the
option "REVOLUTION." After a few turns of Anarchy, a menu appears that
lists the government options available to your civilization. The new
government goes into effect immediately after you make your choice.
If your civilization possesses the Pyramids, a Wonder of the
World, you may change governments without passing through Anarchy. This
ability is lost after the Pyramids become obsolete.
ADVISORS AND WORLD REPORTS
You always have a staff of advisors available who can provide
detailed information concerning the affairs of you civilization. By
consulting with these advisors you can make informed decisions about the
management of your cities and relations with other civilizations. The
reports of these advisors can be obtained from the Advisors menu found
on the menu bar at the map display.
In addition, there are a number of other reports that can be
consulted. These are available from the World menu on the menu bar.
The following advisors and world reports can be consulted:
Wonders of the World
Top 5 Cities
CITY STATUS: This report lists the cities in your civilization
and shows what they are producing. For each city you can read
the population size, the amount of food, resources, and trade
generated, what item is currently being produced, and how near
it is to being completed. It is useful to consult this advisor
at the beginning of your turn to refresh your memory about what
your are producing and how close it is to completion. You can
see at a glance whether some critical military unit or Wonder of
the World is nearly completed.
MILITARY ADVISOR: The first military report shows how many units
of each type your civilization currently has in existence and is
producing. Clear the screen to see the second part of the
report. This part of the report shows the casualties that you
have taken and inflicted in combat with other civilizations. The
casualties are shown by type and civilization. Civilizations are
differentiated by their color.
INTELLIGENCE ADVISOR: This report is a summary of information
gathered by your embassies. For each civilization with whom you
have established diplomatic relations, this report presents
accurate data on the name of their capital, their type of
government, the size of their treasury, and their diplomatic
status with other civilizations. No information appears for
civilizations with whom you have not established an embassy. You
can learn here which civilizations are at war and which are at
peace, and with whom. You may find it useful to consult this
report before attacking another civilization. A second page of
info may be called up by pressing the Info button. This page
reports some additional information regarding the apparent goals
of the civilization's leader and the technological advances they
have made most recently.
ATTITUDE ADVISOR: The advisor reports the relative happiness of
your citizens. From his survey you can see at a glance the
number or happy, content, and unhappy citizens in each of your
cities. This information can be useful after changing your
luxury rate or type of government because those changes can have
a significant effect on the happiness of your citizens. By
reviewing this survey you can quickly see where you may have to
make adjustments in city management to avoid disorder. For each
of your cities, you see the current population and icons of any
city improvements that help increase the happiness of the
people. At the bottom of the page are totals for the size of the
population of your entire civilization and percentages of the
total that are happy, content, and unhappy. By examining the
roster of improvements for each city, you may see where a city
is missing a helpful improvement.
TRADE ADVISOR: Your trade advisor reports for each of your
cities how much of its trade is directed toward bringing in
luxuries, tax revenue, and new ideas. The amount of luxuries,
taxes, and science a city is producing is shown to the right of
its name. Below the list of cities is a total for tax
collections per turn. On the right side of the report is a list
of city improvements that exist throughout your civilization.
Only those improvements that cost money for maintenance are
listed. The report shows how many of each improvement exist and
the cost of maintaining them. At the bottom of this list is the
total of your improvement maintenance costs for this turn. By
comparing the tax revenue number with the maintenance cost
number, you can see whether the treasury of your civilization is
increasing each turn, shrinking, or remaining the same. If your
treasury is shrinking, this may be a good time to increase taxes
or adjust individual cities to produce higher revenue. In an
emergency, you may wish to sell an improvement to raise cash.
The final item is the report is labelled "Discoveries" and shows
the number of turns needed for your scientists to acquire the
technology advance that you have directed them to seek. The more
scientific research done by your cities, the fewer turns
required. Note that as technology increases, it takes more and
more research to make the next breakthrough.
SCIENCE ADVISOR: Your science advisor keeps track of the
technologies that your civilization has already achieved and the
progress of you scientists toward their next advance. A chart
shows progress toward the next advance. The light bulbs indicate
how much research has been done. When the box is full of light
bulbs, the advance being researched is achieved. It is possible
to continue making advances beyond the basic list that defines
civilization up to the end of the 20th century. These continuing
advances are called FUTURISTIC ADVANCES and each one your
acquire adds ten points to your civilization score.
WONDERS OF THE WORLD: Your geographers maintain a listing of the
location of the Wonders of the World. When they hear of the
construction of a new one they add it to the list. By the end of
your civilization's history there may be as many as 21 Wonders:
7 ancient, 7 medieval, and 7 modern. Knowing where they are may
be useful because capturing the city where a Wonder is located
adds to the glory of your civilization. The geographer's list
shows the Wonder's icon, its name, the city in which it is
located, and the civilization that built it. Clear the page of
ancient Wonders to see the medieval Wonders, and clear again to
see the modern Wonders. Note that only existing Wonders appear
on the list.
TOP FIVE CITIES: This report graphically shows the five highest
rated cities in the world. The five cities are named and their
parent civilizations are also listed. Below the names are the
population rosters of the cities and the icons of any Wonders
that have been built there. All cities in the world are rated
and the five with the highest scores are put on the list. Cities
score points as follows:
2 points: For each happy citizen.
1 point: For each content citizen.
10 points: For each Wonder of the World built there.
Note that cities that you have never discovered can be revealed
to you in this list. The magnificence of these cities has passed
by word of mouth to the corners of the world. Your geographers
and other advisors constantly sift the rumors of travelers and
traders for info regarding other civilizations. Even though some
civilizations are not known to you, the splendor of their cities
has reached the ears of your advisors.
CIVILIZATION SCORE: This is a relative measure of how your
civilization is doing. It is also totalled one last time when
the game ends to give you a final score for your civilization.
You can check with your advisor throughout the game to see how
you stand. Your ultimate but difficult goal is to score over
1,000. Points are scored for the following conditions.
2 points: For each happy citizen
1 point: For each content citizen
20 points: For each Wonder of the World that you possess
3 points: For each turn of world peace (no wars)
10 points: For each Futuristic Advance.
-10 points: For each map square currently polluted.
At the bottom of the report is a bar graph indicating how far
you have advanced towards a civilization score of 1000.
WORLD MAP: Also the work of your geography department, this is
the map of the entire known world. Parts of the world that you
have not discovered cannot be seen. In addition, this map is
centered horizontally on your capital. Thus you cannot tell
exactly where you are located relative to the north or south
polar boundaries until you discover them.
SPACESHIPS: When you contact your space advisor, they can report
the progress of any spaceship under construction. Select from
the menu the civilization whose spaceship you wish to examine.
Your advisors present a picture of the construction accomplished
to date and their assessment of what it can carry, its estimated
flight time, and its success probability. The space race begins
once the Apollo Program Wonder of the World has been
constructed. Thereafter any civilization that has the required
technologies may begin building parts of a spaceship. Once the
space race begins, it is important to maintain a watch on the
spaceships of your rivals. You need to assess when they are
likely to launch so that so can plan the size of your own ship
and its launch date. If you conclude that your ship construction
is too far behind to catch up, it may be necessary to mount a
military campaign to capture the enemy capital. Capturing the
enemy capital cancels the enemy spaceship under construction.
DEMOGRAPHICS: Your advisors keep track of demographic info
regarding civilization in comparison to the others in the
world. This information is available in the report. It details
your civilization's status in a number of areas and where it
ranks in the world. Examining this report may offer clues about
which civilizations are your biggest threats.
The following statistics are shown in the report.
APPROVAL RATING: The % of the people who think you are
doing a good job as a ruler.
POPULATION: The # of people within your civilization.
GNP: The total of luxuries and taxes generated by your
MANUFACTURED GOODS: The total of resources generated by
LAND AREA: The land squares that your units were last to
pass through, representing the part of the world that is
under your influence and control.
LITERACY: The % of your population that can read. This
depends on acquiring the advances of the Alphabet,
Writing, and Literacy, plus the number of Libraries and
Universities that your civilization possesses.
DISEASE: A relative standing based on whether your
civilization has acquired the advance of Medicine, and
the number of Granaries and Aqueducts in your cities.
POLLUTION: A comparison of the amount of pollution you
are creating versus your rivals, measured buy the number
of smokestacks generated by your city.
LIFE EXPECTANCY: A relative standing determined by the
extent of disease and pollution in your civilization.
FAMILY SIZE: A number determined from the amount of
excess food generated by your cities. Large family
size means rapid population growth.
MILITARY SERVICE: A relative standing determined from
the # of military units you possess versus the size of
your population, indicating the length of time of
ANNUAL INCOME: The amount of luxuries and tax revenues
your cities generate, divided by your population.
PRODUCTIVITY: The total is resources, food, and trade
generated by your cities, divided by your population.
One cost of heedless industrial growth is a gradual polluting
and poisoning of the environment. Of the many dangers posed by
pollution, the greatest may be global warming. An unchecked rise in the
planet's atmospheric temperature threatens catastrophic geographic
changes including melting polar ice caps, rising sea levels, are parched
farmlands. As you steer your civilization in the industrial age, you
must manage your cities to minimize pollution and prevent global
Different kinds of poisoning may occur when nuclear weapons are
used or a nuclear reactor melts down.
Every game turn there is a probability of pollution occurring
within the economic radius of each of your cities. The probability of
pollution OCCURRING depends on two factors: resources and population. The
most important factor is the number of resources the city generates. The
more that are generated, the higher the probability. Below a certain
level, there is no chance of pollution.
The city's population has no effect on pollution until you
acquire the advance of the Automobile. Thereafter, the population may
become a significant factor in the probability of pollution OCCURRING.
When there is a probability of pollution OCCURRING at a city,
smokestacks begin appearing on the city display. The number of stacks
indicates the probability.
Pollution can be cleaned up by Settler units. Move the Settler
onto the polluted square and press the P key. The settler is marked with
a "P" to note that it has been ordered to clean up pollution.
After four turns of work, the pollution disappears. Adding more
settlers to a polluted square does not speed up the cleanup.
Pollution reduces the production of food, industry, and trade in
any map square where it appears. Production is halved and then rounded
up. When cleaned up, the map square returns to pre-pollution levels of
Your environmental advisors immediately inform you when any map
area becomes polluted. The area on the map is marked with smudges to
The extent of pollution throughout you civilization can be
monitored by watching the pollution indicator, a small sun in the date
window of the display. The color of the sun indicates the extent of the
risk of global warming. The colors in the IBM version range from dark
red, to light red, to yellow, to white. Dark red indicates a low risk
and white indicates a very high risk.
The colors of the sun depend on the number of squares currently
polluted and a lag of time. The more squares polluted, the higher the
risk. The lag reflects the time required for the pollution to take
EFFECTS: Global warming causes geographic changes throughout the
world. Deserts, Plains, and Grasslands on coasts may become
Swamps, and coastal Forests may become Jungles. Plains,
Grasslands, and Forests in the interior may become Deserts. The
result is much lower food, industry, and trade for your
civilization. Your environment advisors report immediately if
global warming has occurred. The effect is always bad, but in
the case of flooded coastal areas you may improve Jungles and
Swamps over time.
CAUSES: Global warming may occur if at least nine map squares,
anywhere is the world, are currently polluted. If they are left
unattended for too long, environmental damage occurs. Once an
environmental disaster has OCCURRED, the cycle starts over again.
The planet has achieved equilibrium at the new higher
temperatures. If pollution continues or increases once more to
high levels, another bout of environmental problems may occur.
This cycle may repeat endlessly if pollution is not controlled.
Pollution may also be caused by nuclear weapons or the meltdown
of a nuclear power plant. Pollution caused by either of these events has
the same effect as industrial pollution.
NUCLEAR WEAPONS: When a nuclear unit is used in an attack, an
additional effect of the attack is the pollution of a number of
map squares around the impact square. Remember this when you are
tempted to use nuclear weapons. You may create pollution you
cannot readily reach with Settlers to clean up, significantly
raising the risk of global warming.
NUCLEAR MELTDOWN: If a Nuclear Power Plant melts down, half of
the city's population is destroyed and a random number of
squares near the city becomes polluted. There is risk of
meltdown when a city that has a Nuclear Power Plant goes into
civil disorder. The civilian unrest may result in safety
procedures becoming so lax that a catastrophic accident occurs.
If you build Nuclear Power Plants in any of your cities, take
special care not to allow those cities to go into disorder. When
your civilization achieves the technology of Fusion Power, the
risk of meltdown disappears. Your Nuclear Plants automatically
convert to the technology of fusion power which is free of the
risk of meltdown.
Diplomacy is conducted by negotiations between yourself and a
ruler of a rival civilization. Negotiations may occur when a rival sends
and envoy to talk or may result from overtures of your own. Diplomacy is
conducted face-to-face with one rival ruler at a time and can lead to
exchanges of technology, offers of peace, international extortion, or
declarations of war.
A rival may contact you when units from each of your
civilizations are adjacent to each other. A rival envoy may also arrive
at any time. You may start negotiations by sending a Diplomat into a
rival city and selecting the option "Meet With the King."
The tone and result of any negotiations are greatly influenced
by the mood or your rival. The opposing leader may be antagonistic,
supplicating, or somewhere in between. This mood depends on the leader's
personality and how your two civilizations compare to each other and the
rest of the world. You may be able to pick up cues on a rival's mood
from facial expressions or background music.
A rival leader's personality may be aggressive, friendly, or
neutral. Aggressive leaders are more likely to lean toward war or demand
high payments for peace. Friendly leaders are more likely to offer peace
and may only be bluffing when asking for payment. If you have broken
previous peace agreements with this civilization, that is remembered and
also influences the degree of antagonism.
If you are the largest, most powerful, and richest civilization
in the world, all rivals are likely to be very jealous or antagonistic.
However, if the opponent is puny in comparison, the natural tendency
toward being belligerent may be overridden. A civilization threatened
with extinction is more interested in survival.
All negotiations end with either and agreement of peace between
your two civilizations or a declaration of war. Even the most
antagonistic rival may concede peace for a suitable payment of cash or
technology. This may purchase peace only temporarily, however.
Establishing embassies with other civilizations can be very
useful in preparation for negotiations. You Intelligence Advisor
collects information from all of your embassies and from him you can
learn important facts about your opponents, including their size and the
personality of their leader. This information is not available for
civilizations with which you have not established an embassy.
TRADING TECHNOLOGY: Civilizations that are not extremely
antagonistic may offer to trade technology. They begin by
offering one that you don't possess. They may actually gave
several you lack. If you agree, a menu of technologies they can
trade appears. Select the one that you want and then they take
one from you. You have no choice regarding what they take and
cannot veto the trade. If after trading another exchange is
possible, more trading may take place.
BUYING PEACE: A rival may demand a cash payment or a
civilization advance during negotiation. If you meet this
demand, the rival almost certainly agrees to peace. If you
reject the demand, an antagonistic rival generally declares war.
The demand or a more peaceful threatened rival may only be a
bluff, and peace may be offered anyway after demands are
rejected. In some cases, a rival offers a reward for your making
peace or declaring war on another civilization.
POST-TREATY NEGOTIATIONS: Once you agree to a peace treaty you
have an opportunity for further negotiations. A menu opens
offering three choices: a declaration of harmony, a military
proposal, or a demand for tribute. The declaration of harmony
has no real effect. A military proposal is a suggestion by you
for your new friends to attack a third party. This generally
generally costs you a cash payment which you can pay or turn
down. The third option is a demand for tribute to cement the new
treaty you have signed. If your opponent is weak or in awe of
your power, he may pay. Alternatively, he may refuse to pay, or
go as far as to declare war on you.
Peace between your civilization and another can only result from
diplomacy. If you and your rival agree, then a state of peace can occur.
Choosing peace is voluntary unless your government is a Republic or
Democracy. In those cases the Senate of the government overrules any
decision for war and accepts peace.
Peace agreements can normally be broken at any time by either
party, but so long as it holds, both parties must adhere to the
following rules: units of the other civilization, even Diplomats, may
not be attacked; no units except Diplomats and Caravans may enter
squares that have been improved by the other party within the radius of
a city (irrigated, mined, or penetrated by roads); squares that other
party has under development may not be pillaged; and technology may not
be stolen from the other party. Any of these events ends the peace and
triggers war. You are warned that you are about to break a peace and have
a change to check your action.
If your government is a Republic or Democracy, you may not
voluntarily violate a peace agreement. The Senate forbids any action
that starts war. If you consider war necessary, you must have a
Revolution to overthrow the government and put in one more receptive to
your wishes. Alternatively, you may wait for your opponent to break the
peace himself or declare war on you.
When you are at peace it is much easier for trade Caravans to
reach the cities or the other party and establish trade routes. If the
entire world is at peace, your civilization score is increased. The
major benefit or peace is that you are not at war. During war, all of
the proscribed activities are possible, and can cause great damage and
waste of resources.
THE SPACE RACE
The environmental pressures of growing populations in the modern
world are forcing humans to look in to space for resourceful and living
room. The question is not whether humans are to travel to the stars, but
when. The final act of stewardship you can perform for your civilization
is to insure that they lead this exodus.
As noted earlier, the history of your civilization ends when
either you or one of your rivals reaches a nearby star system with
colonists. If your spaceship is the first to arrive, you receive a bonus
to your civilization score in recognition of this final accomplishment.
Regardless of how many colonists your spaceship is carrying, or how
fast it is, if a rival makes planetfall first, you receive no bonus.
The construction of spaceships may not begin until one
civilization has built the Apollo Program Wonder. Thereafter, the race
is one and any civilization that has acquired the necessary advances may
begin building the parts of a spaceship.
Each civilization, including yours, may build only one spaceship
at a time. Once it is launched, another one cannot be built and sent off.
Ships that have been launched may not be recalled or turned around.
Spaceships are destroyed if the owning civilization's capital is
captured. In this case, a new ship may be constructed.
The purpose of your spaceship is to carry as many colonists as
possible to another star system. To have any chance of success it must
provide at least a minimum of the following: living space for colonists,
food sources, energy sources, propulsion power, and fuel for the
engines. The better prepared the spaceship, the higher the number of
colonists that arrive safely and the faster the voyage
Your goal is to build a spaceship that can hold as many
colonists as possible, yet travel at a reasonable speed and with
reasonable probability of success. As construction of your ship
proceeds, keep an eye on its characteristics, displayed to the right of
the spaceship window. All spaceships have the same characteristics:
population, food, energy, mass, fuel, flight time, and probability of
Once you have built a spaceship that meets the minimum
requirements for carrying colonists, you may launch or proceed with
further construction to increase the capacity of the ship.
POPULATION: The number of people the spaceship is outfitted to
carry. The more people it carries to the new planet, the higher
SUPPORT: The percentage of the people that the ship is prepared
to carry that can currently be supported. People that are not
provided with life support cannot be expected to survive the
ENERGY: The % of the energy required by the habitation and life
support modules that is currently being provided. If sufficient
energy is not provided for life support and habitation, the
probability of success will be very low.
MASS: All of the components, modules, and structures add to the
mass of your spaceship. The greater the mass, the more power
required from propulsion parts to move it.
FUEL: The % of the fuel your propulsion units require that is
currently aboard. If insufficient fuel is provided, the
propulsion components aboard cannot work to their maximum power
and the best possible speed cannot be attained.
FLIGHT TIME: A calculation of the number of years required for
your spaceship to reach the nearest star based on the ship's
mass and engine power. Adding more engines and fuel reduces
PROBABILITY OF SUCCESS: The approximate % of the people that can
be carried that are expected to survive the voyage based on the
amount of food and energy provided, plus the flight time. The
faster the flight, the higher the expected survival rate.
SPACE SHIP LAUNCHING: To send your spaceship on its voyage,
press the Launch key (L Key) or the launch button, found at the
bottom right of the spaceship display.
Your spaceship is constructed of parts. Each part is built like
any other improvement, except that when a part is completed, it is
automatically added to your ship. The parts of the spaceship come in
three types: components, modules, and structures. Each type is available
for construction when you have achieved a specific technology advance.
All modules and components must be connected to a sufficient
structure. If a module or component is not connected, it is marked to
signal the part is not working. Once sufficient structural parts have
been added, the outline disappears.
To build spaceship components you must have achieved the
technology advance of Plastics. You can then build components at a cost
of 160 resources. There are two kinds of components, propulsion and
fuel. When a component has been completed, you choose which type has
PROPULSION COMPONENTS: These are the engines that provide the
power for space flight. The more engines you add, the faster the
ship travels, the sooner it reaches its destination, and the
higher the probability of success of the mission.
FUEL COMPONENTS: These provide fuel for the propulsion units. In
order for the propulsion units to perform to their maximum, one
fuel component must be provided for each propulsion component.
Spaceship modules require the technology of Robotics and cost
resources each to build. They exist in three types: habitation, life
support, and solar panels. When a module is completed, you choose which
type to add to your ship.
HABITATION MODULE: Each habitation module provides living space,
community services, the recreational facilities for ten thousand
LIFE SUPPORT MODULE: Each life support module provides the food
and other requirements for the ten thousands colonists carried
in one habitation module. People carried in a habitation module
that doesn't receive life support have a very low probability of
SOLAR PANEL MODULE: Each solar panel module provides enough
energy to power two of the other types of modules. Modules that
don't receive power cannot function properly.
Spaceship structure require the technology of Space Flight and
cost 80 resources each to build. You must build sufficient structure
parts to connect the components and modules together. Parts that are not
connected do not work and provide no benefit to the ship.
The economic and industrial centers of your civilizations are it
cities. They are the residence of the population, the source of tax
dollars, the home of your scientists, and the sites of your industrial
production. Each city organizes the development of the area surrounding
it, converting the nearby agricultural land, natural resources, and
potential trade into food, industrial production, technology, and cash.
One measure of the success of you civilization is the number of
cities it encompasses and the size of each. Larger cities collect more
taxes, conduct more technology research, and risk being overrun by
larger and more powerful neighbors. Falling too far behind in the arms
race, both in quality and quantity, may result in an early exit from
The management of your civilization involves the founding of
cities, their management, and their protection. New cities can be built
from scratch or captured from rivals. Managing a city requires
maintaining a balance of food, industry, taxes, luxuries, and
improvements that keeps the citizens content and productive.
Rival civilizations are a constant threat to the security of
your cities. After taking steps to protect them, consider conquering
cities of your rivals. This reduces the threat they pose and is often an
inexpensive way to expand.
New cities can be acquired in three ways. They can be started
from scratch, a minor tribe discovered by your armies may elect to join
you as a new city, or your armies can conquer the cities of your
FOUNDING NEW CITIES: When a Settler unit is on a map square
where you wish to build a new city press B. After establishing
the city name your Settler unit will now become a member of
MINOR TRIBES: Occasionally a minor tribe may be awed by your
emissaries to immediately become part of your civilization. In
this case the minor tribe forms a new city.
CAPTURING CITIES: Cities of other civilizations are normally
defended. If the defenders can be defeated you will earn the
city. Capturing a city may result in the discovery of a new
technology advance and plundered cash. Occupying an enemy city
may destroy some improvements the city has built, and it
eliminates one point of population. Therefore, a city that has
only one point of population remaining is destroyed instead of
PLACING NEW CITIES
When building a new city, plan carefully where it is placed. The
map square in which it is built and the squares surrounding it determine
how valuable the city can become. Factors to be considered include the
economic value of the square the city is placed in, the economic
potential with the city's radius, the proximity of other cities, and the
strategic value of the location. Ideally, locate cities it areas offer a
combination of food for population growth, resources for production, and
trade. Where possible, take advantage of the presence of special
THE CITY SQUARE: The terrain the city occupies is especially
important because it is always under development. You cannot
take workers off this square when adjusting development on the
city map. If this area is not useful, especially for producing
food, then population growth is a new city is handicapped. For
this reason, new cities are generally best built in Plains,
Grasslands, or Rivers. These provide the best food production
and, this, faster population growth.
THE CITY RADIUS: The potential area of development extends out
two city squares on the map in every direction except
diagonally. If the new city grows large enough, its population
can bring all of this area into development. When planning a new
city, consider this radius and the long-term benefits of any
potential site. To grow, the city must encompass sufficient
food-growing areas. Any city that can grow has value, but your
most important cities are those that also have resources
available. These cities can quickly build and support military
units and Wonders. Hills and Forests are important sources of
resources, as are squares containing special resources symbols
for game, horses, coal, and oil. The importance of trade in
generating taxes and technology makes River squares especially
goof sites for cities when just beginning. Without Rivers, you
must quickly build roads in Plains or Grasslands to generate
LANDSCAPING: When surveying sites for a new city, keep in mind
the potential for some squares to be improved. Hills and
Mountains can be mined and then produce increased resources.
Plains, Rivers, and Grasslands can be irrigated and then produce
more food. Swamps and Jungles can be cleared into Grasslands or
converted to Forests. Forests may be cleared into Plains. Plains
and Grasslands may be turned into Forests if you need resources.
An area of Jungles and Swamps looks barren at first, but has the
potential to be a very rich city site. Plains, Grasslands, and
Deserts produce trade once penetrated by Roads, and all land
squares improve in production when Railroads come through.
PROXIMITY OF CITIES: Another consideration when planning new
cities is the current or potential location of other cities.
Minimize the economic radius overlap restricts the potential
growth of one or both cities. When just beginning, explore
nearby lands as soon as possible to begin planning the placement
of future cities to best take advantage of the terrain. A few
large and powerful cities are more useful than several smaller,
STRATEGIC VALUE: The strategic value of a city's site is a
final consideration. Because the underlying terrain can increase
the defender's strength when under attack, in some circumstances
the defensive value of the terrain may be more important than
economic value. But good defensive terrain is generally poor for
production and inhibits the early growth of a city.
However, defending a city is generally is easier than defending
normal terrain. In a city you can build the City Walls
improvement which triples the strength of defenders. Also, in
cities only one army at a time is destroyed in combat. Outside
of cities, all armies stacked together are destroyed when any
army in the stack is defeated. So, in certain cases where a
continent bottlenecks and a rival is on the other side, the
defensive value of a city site may be more critical than
economic value. Placing at least a few cities on the seacoast
gives you access to the ocean. This allows the launching of ship
units to explore the world and transport your units overseas.
With few coastal cities, your sea power is constrained.
STABILITY: Cities that don't maintain a favorable balance of
happy people over unhappy people people go into civil disorder.
Cities in civil disorder produce no tax revenue, no technology
research, and no food surpluses, and suspend production. A
nuclear reactor in a city suffering civil disorder may
experience a meltdown due to lax safety controls. Keeping a city
stable is a very high priority!
POPULATION GROWTH: Keeping the population growing is important
because each additional person contributes something to your
civilization. Each new worker brings a new map square under
production. Population growth increases economic power, and
thus, the strength of your civilization. The size of your
population is a major factor in determining your civilization
score, a measure of how well you have ruled.
RESOURCE DEVELOPMENT: The people of your city that work in the
surrounding countryside harness the economic resources of the
area. Those resources are converted by the city into more
people, industrial production, money, and technology research.
When managing a city, you must allocate the people so as to
maximize this development, or match it up to your needs. There
may be times when increased industrial output is preferred over
population growth. There may be times when increased trade is
needed. You can give orders to your advisors to shift a city's
work force around to change the mix of economic development as
TAX REVENUE: Most of the improvements that can be built within
cities require money for maintenance. Money is also useful for
speeding industrial production, bribing enemy armies, inciting
revolts in enemy cites, and for negotiating peace with your
neighbors. The combined tax revenues of your cities must exceed
their maintenance requirements before cash can accumulate for
other uses. Although it is not necessary for each city to
produce surplus revenue, enough cities must do so to cover
expenses. Some cities may not be especially suited for industrial
production, but some may still be good trading centers. Manage
these cities to produce extra revenue.
TECHNOLOGY RESEARCH: The greater the contribution of research
each city makes toward new technology, the faster the new
civilization advance is reached. The amount of research is
devoted to bringing in new ideas and otherwise discovering
technology advances. A city's research contribution can also be
influenced by adjusting trade, creating Scientists, and certain
improvements. Improvements that can help are the Library and
University, which improve research, and several Wonders.
INDUSTRIAL PRODUCTION: Each city has more or less capacity to
produce new units and improvements. The most valuable cities
have the greatest industrial capacity. They can quickly produce
expensive military units that extend power of you civilization.
They are also best at producing the Wonders of the World. You
must regularly monitor the production of you cities to insure
that the most needed items are being built. There are four main
tools available to reach and maintain these goals of city
management: shifting workers around, converting some workers to
SPECIALISTS, building improvements, and building Wonders of the
World. Workers can be shifted around the city map display to
adjust economic developments. Specialists can be created to
increase production of luxuries, taxes, or technology. Within
each city you can order the construction of improvements such as
a Temple to make some unhappy people content, a Granary to speed
population growth, or a Library to increase research. The most
costly tools available are the Wonders of the World. These are
magnificent improvements that bring lasting glory to your
civilization in addition to some special effect. Although
Wonders are built in a city like an improvement, their special
effect often extends through all or part of your civilization.
However, only one of each Wonder may be built in the entire
world and your rivals may construct them first.
Great economic management of a city is worthless if the city is
captured by rivals or barbarians. Part of the management plan must
concern the defense of the city. A large part of the defense is not
handled locally, but on your borders and coasts. A defensive line of
units, both at sea and on land, that can intercept enemies before
they close with your cities can be helpful. Even the best defensive
lines can be penetrated, so the defense of the city itself cannot be
neglected. The minimum city defense is one army, preferably one with a
good defense factor. Fortify any armies that you expect to defend a city
because Fortified units increase their defense strength. A second
defender is often a good idea. Adding an army with a strong attack
factor is also useful. This army can attack enemies that move adjacent
to the city, perhaps destroying them before they test the defenders. The
defense of the city can be substantially improved by building City
Walls, an improvement that triples the defender's strength versus most
attackers, but not Bombers or Artillery. This tripling takes effect
after the effects of veteran status is considered. Being fortified
behind City Walls has no effect unless the attacking unit is a Bomber or
Artillery unit. City Walls also prevent population loss when defending
units are destroyed. When civilization advances make available new army
types with better defense factors, take the first opportunity to replace
old defenders with better units. Since the offensive capability of your
enemies improves as they acquire new technology, your defenses must
improve to keep up. Linking cities with Roads and Railroads can be very
helpful in speeding the movement of units from one end of your empire to
trouble spots elsewhere. This puts your defensive armies on "interior
lines," allowing them to rapidly move to where they are needed.
A city suffers civil disorder when unhappy people outnumber
happy people, content people being ignored in the calculation. Cities in
disorder provide no tax revenue, contribute no technology research, and
suspend production of new units or improvements. When order is restored,
the city returns to normal operation next turn. You can restore order in
several ways. To restore order you may pay to complete an improvement,
such as a Temple, that can covert sufficient unhappy people to
contentment to restore balance. You may also change the luxury and tax
rates of you civilization to attempt to restore order. Increasing luxury
convert some content people to happy. You may take one or more people
out of the work force, making them Specialists. This increases the
number if happy people. When creating Specialists, be careful not to
also cause shortages of food or resources that cause starvation of
population or scrapping of armies. Under the government types Despotism,
Monarchy, or Communism, it is possible to restore order to a city using
martial law. Each military unit in a city makes one unhappy citizen
content. Only those units possessing an attack factor of one or more can
impose martial law. By moving enough units into a city suffering
disorder, order may be restored. Under Republican or Democratic
government, each military unit not in its home city creates one or more
unhappy citizen. When a city is in disorder, destroying distant military
units, returning them to the home city, or changing their home city,
makes some unhappy people content and may restore the city to order. All
of these methods are useful in restoring the balance of your cities or
enemy cities that you have just captured.
WE LOVE THE (KING) DAY
When a city becomes sufficiently happy, it may hold a
celebration in honor of your rule. The people declare a "We Love the
King Day" in thanks for the prosperity you have made possible. While the
circumstances that trigger this celebratory mood continue, the city
enjoys certain benefits, depending on your civilization's type of
government. In order for the "We Love the King Day" celebration to
occur, there must be no unhappy people in the city, at least as many
happy people as content people, and the city must have population of at
least three. Specialists are considered content citizens for this
ANARCHY: The celebration has no effect when the government is in
DESPOTISM: The celebrating city is operated as if the government
is a Monarchy. This can increase the amount of food and
resources generated when some terrains are irrigated and mined.
MONARCHY/COMMUNISM: A celebrating city currently ruled by either
of these governments is operated as if the government is a
Democracy instead. This increases the amount of trade generated.
REPUBLIC/DEMOCRACY: A celebrating city currently ruled by either
of these governments increases in population by one point each
turn so long as sufficient food is available. This can result in
dramatic growth of the city.
CITY RESOURCES WINDOW
FOOD: A population unit in your city requires two units of food
each turn. If you city is currently producing more food than
that, the surplus is shown after a break in the food line. The
excess goes into the food storage box shown elsewhere on the
RESOURCES: The shield symbol indicates the resources of raw
materials and industrial capacity of the city. Surplus capacity
is shown to the right of a break in the industry line and is
available to be used to build new units or city improvements.
Diplomats and Caravans don't require maintenance.
TRADE: Trade is produced by Roads through Plains and Grasslands,
by Rivers, by Oceans/Lakes, by squares containing Gold Mines or
Gems, and by Caravans trade routes.
LUXURIES: These are shown as diamonds. For every two diamonds of
luxuries produced, one content citizen becomes happy. The amount
of luxuries may be increased quickly by creating Entertainers.
TAX REVENUES: These are shown as gold coins and are used to pay
maintenance costs for city improvements.
SCIENCE: The knowledge that results from science research is
shown as light bulbs.
CORRUPTION: Depending on your type of government and the city's
distance from your palace, some trade may be lost as corruption.
ENTERTAINERS: People removed from the work force immediately
become Entertainers. Each Entertainer is the equivalent of two
additional trade symbols added to that part of the city's trade
brought in as luxuries. Creating Entertainers has the result of
creating more luxuries and making more people happy.
TAXMEN: You can change an Entertainer to a Taxman. Click on the
Entertainer to convert him. Taxmen increase tax revenue.
SCIENTISTS: You can change a Taxman into a Scientist. Click on
the Taxman to convert him. The Scientist is a researcher who
increases the amount of knowledge your city is producing.
CHANGE PRODUCTION: Use the change button to open the menu of
items that you can produce. (All of you have probably figured
RUSH JOBS: If you have the cash buy the item instead of waiting
for it! The cost is $2 per missing resource shield. You may want
to consult your City Status advisor for remaining resource cost
on big purchases.
SABOTAGE: Enemy diplomats may slip into your cities and destroy
items partially completed. All resources currently invested in
an item are destroyed and production starts over. Your only
protection from this is to destroy enemy diplomats before they
DISASTER: Pirate raids also destroy the partially completed
item in the production box. The only defense against them is
building the Barracks improvement.
This part of the city display is in the upper right hand corner.
The only thing you need to know here is that the buttons to the right of
the improvements are their sell buttons. If you want to sell an
improvement click on the corresponding button.
Within this window various types of information can be reviewed
or accessed. Here you can quickly see what military units are defending
the city, what trade routes the city has established, whether the city
is causing pollution, a small version of the world map, or a bird's-eye
view of the city.
Across the top of the window are several buttons: Info, Happy,
View, Map. Using these buttons you can call up the information you wish
MAP: Pressing this button calls up a small version of the world
map. The city you are in is marked for reference. Also marked on
the map are the location of any cities which you have
established trade routes and the location of units that make
this their home city. The map may be useful for planning
additional trade routes, assessing the danger of enemies,
locating units you wish to disband, or deciding a sailing
direction for newly launched ships.
VIEW: This button opens the bird's-eye view of the city that is
seen when a new improvement or Wonder is built. As time passes,
note that the architecture of the various dwellings improves.
INFO: This button calls up the most useful info. When you first
open any city display, this button is automatically on. Just
below the row of buttons are shown the icons for all units
currently in the city. Fortified units have a border around them
and units on sentry duty are shown as faded icons. Fortified
units or those on sentry duty may only be activated from this
window. When you return to the map display, these units can now
be given orders. At the bottom of the window is a list of any
trade routes the city has established. Each trade route is noted
by the name of the city with which you are trading and the
amount of trade generated. This trade is automatically included
in the trade your city is generating, shown in the city
resources window of the display. As your civilization moves into
the Industrial Age, pollution may become a problem. In the
middle of this window, pollution indicators appear when the
city's industry get sufficiently large. The indicators are
smokestack icons. The presence of several smokestacks is a cue
that you need to reduce pollution or be prepared to clean it up.
The alternative is eventual environmental disaster. There can be
up to one hundred smokestacks present indicating a 100%
probability of pollution each turn.
HAPPY: This button opens the Population Happiness Chart, which
shows what factors are affecting the happiness of the city's
population. All people in a city beyond a certain number are
unhappy before any modifying influences are taken into account.
At the Emperor level of difficulty, only the first two PEOPLE
are content; at King level, the first three; and so on down to
Chieftain level, where the first six people are content. When
the city's population increases beyond these minimums, the new
people are unhappy unless their condition is improved by a
culture and a standard of living that provides luxuries,
religion, and entertainment; they are coerced into contentment
by martial law; or the presence of Wonders of the World lifts
their pride and spirits. The top row of the chart shows the
happiness of the population before taking into account any of
the factors that improve happiness. The second row shows the
effects of the luxuries that are provided to the city, if any.
Two units of luxuries make on content person happy or one
unhappy person content. A contented person is made happy before
another unhappy person is made content. The third row shows the
effects of Temples, Cathedrals, and Colosseums. These
improvements have the effect of making unhappy people content.
The fourth row shows the effects or martial law and military
service. Under all governments except the Republic and
Democracy, each military unit in a city coerces one unhappy
person into contentment. Any units imposing martial law are
shown is this row. Under the Republic or Democracy, martial law
does not work. Instead, each military not in its home city make
one person unhappy. This is shown by "SAD FACE" symbols in this
row and under the units in the home city roster. The fifth row
shows the effects of any Wonders of the World, either in this
city or elsewhere, that are influencing the population's
happiness. Specialists are content people, and are taken from
the ranks of the content or happy population when created. The
effect of the increased luxuries created by Entertainers is
shown in row two. The bottom row of the chart shows the
cumulative effect of all factors on the happiness of the
population roster at the top of the display. Examining this
chart is useful for understanding what is affecting the
happiness of the city and perhaps indicating what else could be
done if the city is out of balance. You may see where creating
Entertainers, disbanding out of town units, bringing in more
units, or building a new improvement can bring the city back
When beginning a new civilization, you normally may only build
one type of improvement, the Barracks. As your civilization acquires new
technologies, more improvements become possible. Each city may only
build one of each improvement. The improvements that your city possesses
are listed in the improvements roster on the city display. Once built,
improvements may be destroyed by sabotage, disaster, and capture, and may
even be sold for cash.
SABOTAGE: Diplomats may enter a city and attempt industrial
sabotage. This may result in the destruction of an existing
improvement. The only defense against this type of attack is
destroying the Diplomat before it can enter a city.
DISASTER: Volcanos, Pirate Raids, Floods, Fires, and Earthquakes
may destroy improvements in a city. There is no defense against
Earthquakes, but Aqueducts prevent Fires, Temples prevent
Volcanos, City Walls prevent Floods, and Barracks prevent Pirate
CAPTURE: Some, all, or none of a city's improvements may be
destroyed when it is captured by another civilization.
SELLING IMPROVEMENTS: You may sell an existing improvement to
raise cash by pressing the sell button next to its name in the
improvements roster of the city display.
AQUEDUCT: Cities without an Aqueduct may not grow beyond a size
of 10 population points. In addition, Aqueducts prevent the
disasters of Fire and Plague. Aqueducts require the advance of
Construction, cost 120 resources to build, and cost $2 per turn
BANK: Banks increase the luxuries and taxes generated by a city
by 50%. Banks cost 120 resources to build and $3 per turn to
BARRACKS: New units built in this city are already veterans,
increasing their attack and defense factors by 50%. Barracks
prevent the disaster of pirates. They disappear when you acquire
the advances of Gunpowder and Combustion. SECOND generation
Barracks cost $1 per turn and third generation Barracks cost $2
to maintain per turn.
CATHEDRAL: A Cathedral makes four unhappy people content and is
very useful for keeping a large city out of civil disorder. It
costs 160 resources to build, and takes $3 to maintain per turn.
CITY WALLS: City walls triple the strength of a defending unit,
except when attacked by a Bomber or Artillery unit. This
tripling occurs after considering the effect of terrain and
veteran status. Cities defended by City Walls do not suffer
population losses when a defending unit it destroyed. Walls also
prevent the disaster of Flood. They cost 120 resources and
requires $2 per turn to maintain.
COLOSSEUM: Its presence makes 3 unhappy people content. It costs
100 resources to build, and requires $4 per turn to maintain.
COURTHOUSE: This improvement reduces corruption in a city by
50%. It costs 80 resources and needs $1 per turn to maintain.
FACTORY: A Factory increases the amount of resources generated
by a city by 50%. They become obsolete and stop working if a
Manufacturing Plant is built in the same city. It costs 200
resources to build and requires $4 per turn to maintain. The
effect of a Factory may be increased by the presence of a Hydro
Plant, a Nuclear Plant, or a Power Plant. It may also be
increased by the Hoover Dam, a modern Wonder of the World.
GRANARY: Cities possessing a Granary use up only 50% of their
stored food to create new population. The storage box only half
empties. In addition, the Granary prevents a Famine disaster
from destroying population. The Granary requires 60 resources to
build and $1 per turn to maintain.
HYDRO PLANT: The production bonus for a Factory or Manufacturing
Plant is doubled of the city has a Hydro Plant. In addition, a
Hydro Plant reduces the probability of pollution. A Hydro Plant
may only be built by a city on or near a River, Hills, or
Mountains. It costs 240 resources and requires $4 per turn to
LIBRARY: A Library increases the knowledge production of a city
by 50%. It costs 80 resources to build, and costs $1 per turn to
maintain. The effect of all Libraries in your cities is
increased if you possess Isaac Newton's College, a medieval
Wonder of the World.
MANUFACTURING PLANT: This improvement increases the resources
generated by a city by 100%. It costs 320 resources to build,
and costs $6 per turn to maintain. Its presence makes and
already existing Factory obsolete and the Factory ceases to
work. The effect of a Manufacturing Plant may be increased by
the presence of the Hydro Plant, the Nuclear Plant, the Power
Plant, or the Hoover Dam.
MARKETPLACE: A marketplace increases tax revenue and luxuries by
50%. The Marketplace costs 80 resources to build, and costs $1
per turn to maintain.
MASS TRANSIT: In cities with Mass Transit, the population has no
effect on pollution. It costs 160 resources to build, and costs
$2 per turn to maintain.
NUCLEAR PLANT: Like other types of power plants, the Nuclear
Plant increases the production of a Factory or Manufacturing
Plant by another %50. A Nuclear Plant also reduces the
day-to-day probability of pollution. However, a Nuclear Plant in
a city suffering civil disorder risks a nuclear meltdown. The
Nuclear Plant costs 160 resources to build, and costs $2 per
turn to maintain.
PALACE: This is the administrative and governmental center of
your civilization. The farther any city is from the city
containing the Palace, the more corruption is likely. You may
build a new Palace in another city, but this causes the
retirement of the first Palace and relocation of the government.
If your Palace is destroyed, a new one may be built in any
existing city. The Palace requires 200 resources to build and
costs nothing to maintain.
POWER PLANT: The source of industrial power increases the
resources generated by Factories and Manufacturing Plants by an
additional 50%. However, it increases the probability of
pollution significantly. The Power Plant costs 160 resources,
and needs $4 per turn to maintain.
RECYCLING CENTER: The recycling center reduces the probability
of pollution by 2/3. It costs 200 resources to build and costs
$2 to maintain.
SDI DEFENSE: The SDI (Strategic Defense Initiative) Defense
protects the city from Nuclear units. Attacks by these weapons
have no effect. This improvement costs 200 resources and needs
$4 to maintain per turn.
TEMPLE: The Temple's presence makes one unhappy citizens
content. With the additional advance of Mysticism, another
person is made content by a Temple, for a total of two. A Temple
presents the Volcano disaster. Temples cost 40 resources to
build and need $1 to maintain per turn. The effect of a Temple
may be doubled if your civilization possesses the Oracle, an
ancient Wonder of the World.
UNIVERSITY: The presence of a University increases the knowledge
generated by a city by 50%. A University bonus is added to the
bonus from an existing Library. Together they double the
knowledge generated. Universities cost 160 resources to build
and $3 to maintain. The effect of all Universities in your
cities is increased if you possess Isaac Newton's College, a
medieval Wonder of the World.
WONDERS OF THE WORLD
As your civilization progresses through the years, certain
advances make possible the building of Wonders of the World. There are
21 Wonders, 7 each for the three great epochs of civilization.
Antiquity, the Middle Ages, and the Industrial Age. These Wonders are
the extraordinary monuments of a civilization, bringing everlasting
glory and other benefits to their owners.
A Wonder is a dramatic, awe-inspiring accomplishment. It is
typically a great achievement of engineering, science, or the arts,
representing a milepost in the history of humankind. Each Wonder is
unique, existing only in the city where it is constructed.
In addition to the glory attached to owning a Wonder, each one
has a specific, unique benefit. The people of your civilization are able
to perform amazing feats, inspired by their pride in the possession of
The benefits of some Wonders apply only to the civilization that
possesses them. If a Wonder you build is lost when one of your cities is
captured, the powers of the Wonder then apply to the conquering
civilization. The same holds true if you capture a Wonder.
However, the benefits of the ancient Wonders and most of the
Wonders of the Middle Ages may not stand for all time. Objects and
accomplishments that awed the ancients may not similarly inspire the
people of the Industrial Age. The achievement of later advances may end
the benefits of older Wonders, regardless of whether your civilization
or another makes the cancelling advance.
Each Wonder may be built once your civilization achieves a
specific technology. For example, when your civilization acquires Map
Making, you may begin construction of the Lighthouse.
You may only build a Wonder is it does not already exist
somewhere else in the world. If it exists in another city, it does not
appear as an option in your production menus. If you are building a
Wonder in one of your cities and the same Wonder is completed elsewhere
before you finish, you cannot complete your construction. You must
convert your construction to something else.
Wonders are not destroyed when an enemy occupies their city.
However, if a city possessing a Wonder is destroyed, than that Wonder is
lost forever and cannot be rebuilt.
Wonders are built in the same manner as any other city
improvement with one exception. You may move a Caravan into the city of
construction and accept the option "help build Wonder." All of the
resources that went into the Caravan are added to the construction of
Wonders may be built in any city and more than one may be built
in the same city.
Each Wonder has a specific and general benefits. General
benefits are the glory that accrues to your civilization for possessing
the Wonder, even after new technology makes it obsolete. Each Wonder
that your civilization possesses adds to your civilization score. The
presence of Wonders are significant when the top 5 cities in the world
are measured. The presence of Wonders also influences the historians,
such as Gibbon, who periodically rate the world's civilizations.
Finally, Wonders also influence the decision of the people to improve
COLOSSUS: The Colossus is a great bronze statue bestriding the
gates or harbor mouth of the city. This amazing statue draws
tourists from around the world, greatly increasing the trade of
the area. Trade is +1 in every city map square that is already
generating some trade. The effect on tourism stops working after
development of Electricity and the trade benefit is thereafter
lost. The Colossus requires the advance of Bronze Working and
takes 200 resources to build.
GREAT LIBRARY: Begun as a hobby by a local ruler, the Great
Library is an obsession for the city. Its agents scour the world
for books and manuscripts, making the Great Library the largest
known repository in existence. The Great Library gives you any
technology that two other civilizations have acquired. However,
it stops working after development of the University. It
requires the advance of Literacy and takes 300 resources to
GREAT WALL: The Great Wall was built not so much to keep
invaders out, but to retard their escape with any loot. The
effect is to deter the aggressiveness of neighbors. When you
possess the Great Wall, other civilizations always offer peace
during negotiations. However, the effect of the Great Wall
ceases after development of Gunpowder. It requires the Masonry
advance and takes 300 resources to build.
HANGING GARDENS: The magnificent Hanging Gardens are a great
marriage of engineering and beauty. Architecturally brilliant
layered tiers of gardens and ingeniously supplied with water.
Any visitor is overwhelmed by the grace of this man-made garden
of paradise. Possessing this beautiful monument brings great
pleasure to the people of your civilization and results in a +1
happy citizen in each of your cities. This magical effect of the
Hanging Gardens expires with the development of Invention
because, thereafter, the gadgetry of the garden design becomes
cheaply available to everyone. Knowledge of the Hanging Gardens
is acquired with the advance of Pottery, and the Wonder takes
300 resources to build.
LIGHTHOUSE: The construction of this immense Lighthouse not only
creates the greatest navigational aid of antiquity, but triggers
a birth of seafaring skills and traditions. The result is great
achievements by your ships and captains. Possession of the
Lighthouse increases sea movement rates by 1 SQUARE for all of
your ships. However, the effect of the Lighthouse ceases working
after development of Magnetism, a new navigational aid that puts
competent sailing within the grasp of anyone. The Lighthouse
requires the advance of Map Making and it takes 200 resources to
ORACLE: Building the Oracle gives the beliefs of your
civilization a unifying central dogma that increases the effect
on its people. The auguries of the Oracle are transmitted
through the local Temples, exerting significant control over
their lives. The Oracle becomes available with the advance of
Mysticism and doubles the effect of your Temples in making
unhappy people content. It stops working after the development
of Religion, which appeals to more widely to the growing
literate, intelligent citizenry. The Oracle takes 300 resources
PYRAMIDS: The Pyramids are the greatest and oldest of the
ancient Wonders. Their construction requires great government
control of the entire nation to make possible the effort of
their construction. A civilization that possesses the Pyramids
may change government type without going through a period of
Anarchy. In addition, that civilization may select any type of
new government, not just those for which it has made the correct
advance. The Pyramids require the advancement of Masonry and
take 300 resources to build. However, the effects of the
Pyramids expire after the advance of Communism is achieved.
THE MIDDLE AGES
COPERNICUS'S OBSERVATORY: Working alone on cold nights in the
tower of his cathedral, this Polish priest re-established that
the Sun was the center of the Solar System, not the Earth. This
fact had been recognized by ancient astronomers but lost is the
Dark Ages, buried under superstition and religious dogma.
Copernicus's findings were controversial but proven true, and
were an important step in the rebirth of Western science.
Building Copernicus's Observatory doubles knowledge of
production in the city, after all adjustments for Libraries,
Universities, and Scientists. However, this benefit stops
working after the development of the Automobile. The advance of
Astronomy makes the Observatory possible. It costs 300 resources
DARWIN'S VOYAGE: Partially from the research accomplished on his
scientific voyage aboard the Beagle to the Galapagos Islands,
Charles Darwin developed the theory of evolution that was
published in his masterwork, The Origin of Species. Darwin's
arguments, and those of his contemporary, Alfred Russell
Wallace, were so convincing that they were only disputed on
philosophical grounds, mainly by religious fundamentalists. The
theory of organic evolution was the foundation of all following
research in biology. The civilization that builds Darwin's Voyage
immediately acquires two civilization advances. The advance of
Railroads makes Darwin's Voyage possible. The Voyage costs 300
ISAAC NEWTON'S COLLEGE: Considered by many to be the greatest
scientist of all time, Newton developed theories of universal
gravitation that explained both the motion of heavenly bodies
and the falling of bodies to Earth. He also wrote important
works on calculus, optics, the spectrum of light, fluid
mechanics, the motion of comets, and the motion tides, and built
the first reflecting telescope. For 32 years he was a professor
of mathematics at Cambridge University. Possessing Newton's
College increases the knowledge benefit of all your Libraries and
Universities. It may be built once you have acquired the Theory
of Gravity, but stops working after development of Nuclear
Fission. The College requires 400 resources to build.
J.S. BACH'S CATHEDRAL: Johann Sebastian Bach was one of the
great composers of the Western world. Born into a family of
distinguished musicians, he was noted as a virtuoso performer
during his life, but has become much more reversed since his
passing for the genius of his music. The majority of his
compositions were written while serving the church, and most
pieces were written for the organ and dedicated to the glory of
his God. Possessing Bach's Cathedral decreases unhappy citizens
on the same continent by 2 per city. The Cathedral may be built
following the advance of Religion and costs 400 resources. The
power of Bach's music does not expire.
MAGELLAN'S EXPEDITION: Ferdinand Magellan, a Portuguese
navigator, led the first expedition that circumnavigated the
globe. Sponsored by Charles I of Spain, he was searching for a
westward route to the spice islands of the Moluccas. Along the
way he discovered the straits at Cape Horn that bear his name.
Unfortunately, he died in the Philippines fighting natives. Only
one of his five original ships and few of his men reached home,
but the expedition proved that the Earth was round. Possessing
Magellan's Expedition increases sea movement rates by 1 square
for all of your ships. The expedition becomes possible after the
advance of Navigation and never expires. It costs 400 resources
MICHELANGELO'S CHAPEL: You may build the Chapel after achieving
the advance of Religion. Possessing it increases the benefits of
Cathedrals throughout your civilization until the advance of
Communism diminishes the strength of Religion. The Chapel takes
300 resources to build.
SHAKESPEARE'S THEATRE: The Theatre may be built after achieving
the advance of Medicine. Thereafter, all unhappy people in the
city are content, until the advance of Electronics makes the
Theatre obsolete. It costs 400 resources to build.
APOLLO PROGRAM: The Apollo Program may be built after achieving
the advance of Space Flight. It allows construction of space
ships by any civilization having the technology to build parts.
The Apollo Program costs 600 resources to build.
CURE FOR CANCER: After the development of the advance of Genetic
Engineering, you may work on the Cure for Cancer. Possessing the
Cure creates a +1 happy citizen in all cities of your
civilization. The Cure for Cancer costs 600 resources to build.
HOOVER DAM: The Hoover Dam may be built after the advance of
Electronics is acquired. The Dam provides electric power to all
cities in the same continent, increasing the resources generated
by the city by 50%. In addition, the Dam reduces the probability
of pollution from these cities. The Hoover Dam costs 600
resources to build.
MANHATTAN PROJECT: Once any civilization completes the Manhattan
Project, all civilizations in the world may begin building
nuclear weapons, if they have the proper technology. The
Manhattan Project itself may be built once the advance if
Nuclear Fission has been achieved. The Project costs 600
resources to build.
SETI PROGRAM: The SETI Program may be built when your
civilization acquires the advance of Computers. Thereafter, the
knowledge generated by your cities increased by 50%, unless the
Program is destroyed or captured by a rival. The SETI Program
costs 600 resources to complete.
WOMEN'S SUFFRAGE: Women's Suffrage becomes available after the
advance of Mass Production. Under a Republic or Democracy, units
away from their home city create one less unhappy citizen than
normal for a civilization that possesses Women's Suffrage. It
costs 600 resources to achieve.
UNITED NATIONS: Building the United Nations is a great
achievement by a civilization. It is only available after the
advance of Communism. During negotiations with other
civilizations, they always offer to make peace with you. This
allows at least a temporary resolution to all wars you engaged
in. The United Nations costs 600 resources to build.
Each game turn there is a chance that a disaster of some sort
may strike one of your cities. A disaster may result in loss of
pop ulation, destruction of a city improvement, or disruption of
production. Some disasters may be prevented if your civilization has
acquired certain advances of if the city has built a certain improvement.
In these cases, the disaster does not occur or has no effect.
The possible disaster are described below. For each there is an
explanation of why it occurs, the effect on your city when it strikes,
and what measures can prevent it, if any.
EARTHQUAKE: Earthquakes may strike any city that is built
adjacent to Hills terrain. There is nothing that you can build
or learn to prevent this disaster. An earthquake destroys one
FAMINE: Famine strikes randomly. It can be prevented by building
a Granary improvement. If it strikes a city with no Granary, all
food in the food storage box is lost and the city's population
FIRE: Fire can hit any city at any time. It can be prevented by
building an Aqueduct improvement. Fire destroys one city
FLOOD: Flood can strike any city built adjacent to an River
square. It can be prevented by building a City Wall. Flood
reduces city population.
PIRACY (Yeah, our favorite topic): Pirate raids may strike any
city built adjacent to an Ocean square. Pirates can be prevented
by building a Barrack. Pirates remove all food from the food
storage box and destroy whatever is being built in the
production box. All resources spent so far in production are
PLAGUE: Plague may strike any city at any time. It can be
prevented by acquiring the advance of Medicine or by building
and Aqueduct improvement. Plague reduces the city's population.
VOLCANO: A volcano may erupt and damage any city built adjacent
to or on Mountain terrain. The effect is a volcano may be
negated by building a Temple improvement in the city. Volcanic
eruptions reduce the city's population unless negated.